Author Topic: OK, OK, I'll make a thread! (7DRL - TriQuest)  (Read 4535 times)

ekolis

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 186
  • Karma: +0/-0
  • get ye dennis
    • View Profile
    • Ed's home page
    • Email
OK, OK, I'll make a thread! (7DRL - TriQuest)
« on: March 18, 2013, 08:12:42 PM »
Fine, I'll make a thread - nobody seems to be playing my game, and I'd like to get some feedback! :P

Here's the game:
http://edkolis.exofire.net/triquest.php

And source code in case you're interested:
https://bitbucket.org/ekolis/triquest

I did get one person to try it, but he got this error saying that it's not a valid Win32 executable or something... he's running Windows XP, so maybe you have to compile it against an earlier version of .NET or something? I tried it in Mono to see if that would work, but it just exited without displaying the game window! I've seen that happen before, but I can't remember what caused it... have to dig around in commit logs for that other project!
The Ed draws near! What dost thou deaux?

>EAT SANDVICH

kipar

  • Rogueliker
  • ***
  • Posts: 105
  • Karma: +0/-0
    • View Profile
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #1 on: March 19, 2013, 07:21:46 AM »
Running on Win7 x64: application starts, shows white window and crashes (crash window picture: ). Are sure it doesn't require any data files (as there is only exe and html in archive)?



ekolis

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 186
  • Karma: +0/-0
  • get ye dennis
    • View Profile
    • Ed's home page
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #2 on: March 20, 2013, 12:53:18 AM »
No, there are no data files required. No idea what the text says, since it seems to be in Russian. Perhaps you need a newer version of the .NET framework?
The Ed draws near! What dost thou deaux?

>EAT SANDVICH

kipar

  • Rogueliker
  • ***
  • Posts: 105
  • Karma: +0/-0
    • View Profile
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #3 on: March 20, 2013, 04:31:42 PM »
Well messages say nothing - "Application work was stopped, you can close it, debug or look in internet for solution".
I have .NET 4.0, .NET 3.5 SP1 and .NET 3.0 SP2 installed.
I'll try to install c# and compile it from source.

ekolis

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 186
  • Karma: +0/-0
  • get ye dennis
    • View Profile
    • Ed's home page
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #4 on: March 20, 2013, 08:10:37 PM »
I forgot to change the default runtime from 4.5. You can try installing 4.5, or if you can't, go ahead and compile it from source.
The Ed draws near! What dost thou deaux?

>EAT SANDVICH

kipar

  • Rogueliker
  • ***
  • Posts: 105
  • Karma: +0/-0
    • View Profile
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #5 on: March 23, 2013, 09:04:14 AM »
When compiling form source it works, and it really have a VERY interesting mechanics.
Possibility to reposition party according to enemies is very fun, even though monsters are going to kill my mage no matter where he stands.

Also sometimes when casting a spell (Fireball and possibly Heal) game crashes with exception "collection has been modified and cannot be enumerated" (i've used "tip" source, not 7drl one, maybe thats the problem).

ekolis

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 186
  • Karma: +0/-0
  • get ye dennis
    • View Profile
    • Ed's home page
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #6 on: March 23, 2013, 07:25:17 PM »
When compiling form source it works, and it really have a VERY interesting mechanics.

Thanks! :)

Quote
Possibility to reposition party according to enemies is very fun, even though monsters are going to kill my mage no matter where he stands.

Yeah, maybe I didn't make the accuracy penalties for attacks at range severe enough... I thought a 1 in 3 chance of missing for each square out of range (and all monsters have range 1) was plenty... :/

Quote
Also sometimes when casting a spell (Fireball and possibly Heal) game crashes with exception "collection has been modified and cannot be enumerated" (i've used "tip" source, not 7drl one, maybe thats the problem).

Hmm, that's odd; I haven't seen that before! The only change I made from the 7DRL version to tip thus far was adding the 7drl tag to the previous commit so I can keep track of where I was at the end of the challenge, though. So the code itself should be identical.

The "collection has been modified" thing basically means that I was trying to modify some collection of objects while I was looping over it, so the looping operation failed. I could see this happening with a fireball spell (looping over group of monsters and one of them dies), but not with a healing spell. Guess I'll have to take a snapshot of the state of the collection and loop over that instead...

If you have a Bitbucket account, would you mind filing an issue on the repo? Not sure when I'll get around to fixing these bugs, but it wouldn't hurt to have them logged in case I do decide to go back and fix them :) If you don't have a Bitbucket account, that's fine; I can file it myself.
The Ed draws near! What dost thou deaux?

>EAT SANDVICH

kipar

  • Rogueliker
  • ***
  • Posts: 105
  • Karma: +0/-0
    • View Profile
    • Email
Re: OK, OK, I'll make a thread! (7DRL - TriQuest)
« Reply #7 on: March 23, 2013, 09:39:02 PM »
The "collection has been modified" thing basically means that I was trying to modify some collection of objects while I was looping over it, so the looping operation failed. I could see this happening with a fireball spell (looping over group of monsters and one of them dies), but not with a healing spell. Guess I'll have to take a snapshot of the state of the collection and loop over that instead...
Well, i'm not really sure about healing - it crashed once when i wasn't using fireball, but i can't reproduce it now. Maybe i just mispressed key.
About making snapshot - in my games i don't delete killed monsters immediately, but just mark them as "dead" and remove at the end of turn, it makes things much simpler.

Quote
If you have a Bitbucket account, would you mind filing an issue on the repo? Not sure when I'll get around to fixing these bugs, but it wouldn't hurt to have them logged in case I do decide to go back and fix them :) If you don't have a Bitbucket account, that's fine; I can file it myself.
No, i haven't.