Author Topic: The Slimy Lichmummy 0.38 (now with SDL port)  (Read 27192 times)

Z

  • Rogueliker
  • ***
  • Posts: 905
  • Karma: +0/-0
    • View Profile
    • Z's Roguelike Stuff
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #30 on: December 28, 2011, 07:58:53 PM »
OK I have fixed the bug I mentioned above.

In center_view_y you are performing the following calculations:

    view_top = MAX(0,
         MIN(level->size_y - board_size_y + 1,
             y - (board_size_y / 2)));

The result of the last subtraction can be negative. However, since y is unsigned, the result is also unsigned, so it can become a very high number. This is fed as an argument to MIN, which expects a "signed long". On 32-bit compilers this is 32-bit unsigned => 32-bit signed, so it fixes the problem. However, on 64-bit compilers "signed long" is 64-bit signed, so the problem is not fixed.

Removing "unsigned" from the type of "x" and "y" arguments to "center_view_x" and "center_view_y", as well as "board_size_x" and "board_size_y"* fixes the problem.

Overall, I recommend using unsigned variables only when you have a good reason to (the numbers would not fit into a signed variable). Otherwise unsignedness tends to be "promoted" to results of calculations, which is often not what you want.

I don't know why compiler does not warn about this (it usually does). Though, I get a lot of warnings like:

saveload.c:606: warning: cast to pointer from integer of different size
saveload.c:952: warning: cast from pointer to integer of different size

Since integers are 32-bit and pointers are 64-bit, no wonder that the compiler feels alarmed.

*Yes, even signed minus unsigned becomes unsigned:

#include <stdio.h>

int main() {
  signed x = 5;
  unsigned y = 7;
  if(x-y < 2) printf("yes\n");
  return 0;
  }

won't say "yes"

HappyPonyLand

  • Newcomer
  • Posts: 24
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #31 on: January 01, 2012, 06:14:43 PM »
Quote from: Legend
Would be nice if the inventory menus could be navigated with the arrow key.
I have vague plans for this, but it's low priority at the moment.

Quote from: Legend
It would also be nice if the game asked you if you wanted to play again or quit when you die instead of automatically closing.
This is also frequently requested but nontrivial to fix. I might have a look at it but no guarantees.

Quote from: Legend
I tried this as my tsl_conf file

Code: [Select]
fullscreen


autocenter


forcegetname

But the game doesn't open when I do. I mainly wanted fullscreen.

It runs fine if I don't have the conf file, but I really would prefer to play fullscreen. Am I making the conf file right? Is it supposed to have * in front of the commands? Do they have to be on the same line?
It might be the newlines that are causing trouble. In the latest version you can also use Alt+Enter to switch to/from fullscreen.

HappyPonyLand

  • Newcomer
  • Posts: 24
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #32 on: January 01, 2012, 06:23:48 PM »
What's the use of mechanical arms and yuck potions?

Mechanical arms: Enable the Push ability, +2 throw range (this should be displayed in the augmentation info).

Yuck potions: None, really! It's just to add more options for use-identify.

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #33 on: January 04, 2012, 10:40:03 AM »
First off, hello! I've been enjoying TSL immensely since version 0.30.
Not needing experience is very refreshing. Also really liking the new SDL mode.

However, I've noticed a crash that can easily be reproduced (Running the game on 64bit Windows 7);
When killing the head of the Lurker in the Drowned City the game crashes without fail. This never happened in 0.30 (I started playing again since 0.36 and 0.37).
Killing the head AFTER killing all the tentacles does not cause the game to crash, however.
Maybe it has something to do with one of the tentacles dying offscreen (ie. outside of my field of vision)?

I've simply resorted to NOT killing the Lurker or skipping the Drowned City altogether (though I'd rather not, those chainsaw ogres are a pain  :)).

Recently the game crashed when my crystal sword shattered, though. I haven't been able to reproduce it (crystal swords are a bit rare, and it was the first time one of my weapons broke) though the game didn't crash when my Battalion Mail was destroyed.

So I can't say whether it's specific to weapons breaking or to crystal swords breaking, or just a random crash for the fun of it, but I wanted to let you know.

Good luck with the further development of TSL, it's fantastic!

Edit: Woo! Ascension!
Flash might be a smidge gamebreaking ;D. Maybe have it not work on some monster types, up the energy cost or make creatures look away after you've blinded them once/twice?

Is there any way to reduce the damage you take when phasing into monsters? I loved doing that untill I noticed I had 1 hp left. (Or that one time I phased into a slime... or the King of Worms...)
« Last Edit: January 17, 2012, 05:43:36 PM by Holsety »
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #34 on: February 13, 2012, 08:52:27 AM »
What's the capacitor do? I stepped into a mutation/upgrade chamber thingy and it gave me two options. The first one was Capacitor I think, but the description for it was just blank. The other was exoskeleton, but it did have the description underneath.

A very interesting game. I look forward to the next release.

Holsety

  • Rogueliker
  • ***
  • Posts: 148
  • Karma: +0/-0
    • View Profile
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #35 on: April 21, 2012, 10:47:09 PM »
Looks like it's been updated!  ;D

Latest version seems to be 0.38.

There's some new items and augmentations in the game, the UI's been redone a bit.
Combat's been completely redone, it's pretty interesting.


Killing the Lurker while there are still tentacles alive still crashes the game in SDL mode, though.
And somehow I've had characters end up being completely unable to drink, haha.
Quote from: AgingMinotaur
… and it won't stop until we get to the first, unknown ignorance. And after that – well, who knows?

Skeletor

  • Rogueliker
  • ***
  • Posts: 580
  • Karma: +0/-0
  • villains ftw
    • View Profile
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #36 on: April 22, 2012, 02:07:29 AM »
Thanks for letting us know, I love this game.
What I enjoy the most in roguelikes: Anti-Farming and Mac Givering my way out. Kind of what I also enjoy in life.

Legend

  • Rogueliker
  • ***
  • Posts: 657
  • Karma: +0/-0
    • View Profile
    • Email
Re: The Slimy Lichmummy 0.36 (now with SDL port)
« Reply #37 on: April 22, 2012, 02:09:29 AM »
Awesome! I wanted to play a game tonight but couldn't decide which one. Now I know. :p