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Comments for The Legend of Edgar (573) Marach June 13th, 2009 at 20:19 WOW I didn't think you are still active! Steve June 14th, 2009 at 13:01 Sort of - LoE is actually Richard's project. I've taken a step back to concentrate on writing novels now, instead ;) draconishinobi June 16th, 2009 at 14:40 Alright, so on a 64-bit machine it fails with: daniel June 17th, 2009 at 17:49 Hey, thanks for this so far great game! I like the Dizzy-series-like feel to it. I downloaded the 0.1-1 deb package. Got the sword, the six logs for the raft, mine key and pick axe. But whenever i try to enter the mine the game segfaults on me. Known bug? Or should I investigate further? Rik June 17th, 2009 at 18:00 This is a known bug, which causes the game to crash in (K)Ubuntu Jaunty and other flavours. daniel June 17th, 2009 at 20:42 gee, you got me so hooked on this game that I find myself refreshing the page every thirty minutes to see if the new release is out yet :-) Cale June 18th, 2009 at 00:49 This seems like a nice start! It'll be fun to see where it goes. I'm currently stuck by the same mine bug on Ubuntu. daniel June 18th, 2009 at 15:16 you can temporarily maneuver around this bug by downloading the source code and copying town4.xm over cavesii.xm and caverns_of_time.xm . I've advanced two more levels that way. But of course you don't get the real experience (musicwise) that way. Padster June 19th, 2009 at 22:45 this is so awesome. Ryan June 21st, 2009 at 22:24 I had to remove the -Werror from the make file in order to build. It was complaining that %d wanted an int, but was getting a size_t. Rik June 21st, 2009 at 22:32 That's why -Werror is in the makefile! What line was the warning on? Andras June 22nd, 2009 at 19:47 I had to hand-fix all the printf("%d")s in the sourcecode to compile on 64-bit (not wanting to remove -Werror :). Perhaps try building on 64bit? Rik June 22nd, 2009 at 19:53 Unfortunately I don't have any access to 64 bit so I can't compile or test it. It works on the Amiga though. As for downloading, wget should work OK. Can June 23rd, 2009 at 19:56 I'm on sidux 64bit. Got same errors as Ryan and Rik. I have also removed the -Werror from makefile. Rik June 23rd, 2009 at 20:01 Hmmmmmm. Could you run the pak-test without the greps so that I can see the full output, please? i.e. Just Can June 23rd, 2009 at 20:55 Ok. only Rik June 23rd, 2009 at 21:17 Thanks, there's definitely a problem there, it should be printing out the name of each file, its offset, compressed size and uncompressed size e.g. Can June 24th, 2009 at 09:39 I see now. I'm sorry but it gave me the same output again (if you want I could upload, but it is exactly same). David Bolt June 25th, 2009 at 03:30 I have a fix for ./pak -test edgar.pak returning the lines: Rik June 25th, 2009 at 08:23 That's odd, the code for testing the pak should be the same as the code in the game, so if the pak works in the test it should work in the game. David Bolt June 25th, 2009 at 11:58 Well, I'm not sure why I received the error about a missing file, but after a fresh build and install on one of my 64bit systems, the game loads properly. Rik June 25th, 2009 at 12:06 OK, that's good to know. Hopefully the next version will run fine on 64 bit CPUs then. draconishinobi June 26th, 2009 at 13:48 Thanks for the fix David, I can confirm that the fix works on my 64-bit machine as well. I suspected it was something like this, because the size of int and long is 4 bytes on 32-bit, but long is 8 bytes on 64-bit. So this may have caused it. draconishinobi June 26th, 2009 at 20:55 Bugs found: akm June 28th, 2009 at 12:08 got 4 chickend packed together on the floor where the girl is, got them on the elvator pad, pushed up, they remained where they where, once I got back down again they where on the brown texture under the elevator, they could no longer get out onto the green. Rik June 28th, 2009 at 12:21 Thanks for the report, this one's already been mentioned. You can "fix" this by putting some food down on top of the elevator. The chicken will eat it and then pop back up onto the lift. This problem will be fixed in the next version. JoeMar July 3rd, 2009 at 13:55 I've done the chickens, the mine, and got all 6 logs. But I'm unable to give the logs, it keeps on asking for the logs ????!! Rik July 3rd, 2009 at 14:11 @JoeMar JoeMar July 4th, 2009 at 13:23 Hi Rik, I un-installed and re-installed the game. Upon 2nd try it seems to work ok. I can now cross to the swamp by using the logs. Rik July 4th, 2009 at 17:02 @JoeMar, Rik July 5th, 2009 at 08:30 @gnarlin JoeMar July 7th, 2009 at 19:40 Hi Rik, found another bug. If you play a game and make some saves as you go along, then decide to start a new from the start game, some objects are no longer there. ex: I went so far as to cross the river with the boat from the 6 logs. Then I wanted to show my kids the game by starting a new game. when I went to go in the forest, the trees to cut for the logs are no longer there, and the axe also is not there. Some keys are missing also from the forest and from the mine. Rik July 8th, 2009 at 07:58 Thanks for the bug report, I'll have a look into it. I'll also include the .po file in the next release. Alxe July 14th, 2009 at 21:52 Hello. I'm trying to create an Archlinux's PKGBUILD to use this game on Archlinux system via AUR. Steve July 14th, 2009 at 22:17 I'm not entirely sure what you mean, but if you're asking for the filenames to be changed from, Alxe July 14th, 2009 at 22:40 It was about an issue with the download url, which I fixed adding "-1" at the end. I know you don't keep old versions packages, Archlinux constantly updates, and when a new version is reported, the PKGBUILD is updated with the new info. So it'd be broken until updated. Will July 23rd, 2009 at 12:41 Nice job posting this on GAMECENTRAL Groth July 23rd, 2009 at 13:53 Yeah I saw this on GC too ;) You should post this on Retro Remakes http://www.remakes.org/ though its not strictly a remake,I'm sure they'd get a buzz out of this. David Bolt July 23rd, 2009 at 15:12 While most of the sources compile correctly on a 64bit system, there's still a couple of files that have issues. I've created a patch which allows it to build successfully on the 64bit versions of Fedora Core 9-11, Mandriva 2007-2009, and openSUSE 10.3-11.1. frogg July 25th, 2009 at 20:15 Chicken Problems__ Alxe July 28th, 2009 at 17:15 Hello, again. Rik July 28th, 2009 at 17:51 If you remove -Werror from line 37 of the makefile then it should compile OK Alxe July 29th, 2009 at 02:56 Yes. It happened to me firstly with the old 0.1x, so I waited for the 0.2x one and see if it got fixed. If this is included in the next source, then I'll submit a PKGBUILD to Arch's AUR. That's what I was trying to do some days ago. jormar July 31st, 2009 at 18:48 Hi richard, I've completed v0.22 until the end of the sewage . Got the message" something should happen, but it's not here. see in the next version" ;) So far I have to admit that at times it was a bit annoying, but difficult to continue if you don't have enough health. {spoiler} going back in the game and killing snails helps} . it's been fun so far :) I enjoy it and so do my 2 sons ( aged 6 and 9 ). Keep up the good work. Rik July 31st, 2009 at 19:13 The big elevator in the sewer will come into play in a later version of the game. Glad you've enjoyed it so far. Colleen Beamer (colleen.beamer@gmai August 4th, 2009 at 23:41 Edgar is a cute game, but by no means does it take away my yen to have another Blob game. I will say that, although it is still in the early stages of development, after the Blob games, it's the best Linux game I've played. However, I'm stuck and hope you can give Rik August 5th, 2009 at 08:00 You can pull items by walking into them while holding down the Action button (c). You can then drag them around until you let go of Action. Edgar August 12th, 2009 at 17:15 Wow, how weird to see my quest to save my father in a game... jc August 17th, 2009 at 20:08 Awesome game. I love all your games. My favorite being Project: Starfighter. One suggestion for this game is having a button that when held the sprite runs. Walking is too slow. Or you might have a horse or something that he can ride to make it go faster, but then it would be a lot like Zelda Ocarina of Time, lol. Did you get the chicken idea from Zelda by the way? jivan August 19th, 2009 at 16:02 hi there, Hunterz August 22nd, 2009 at 11:31 escape from mine is very hard :-( passage with falling rocks is too hard for me :-( Rik August 22nd, 2009 at 13:13 Which passage do you mean? Is this before or after you've collected the coal? Hunterz August 22nd, 2009 at 14:01 ater i collect coal, there are a lot of falling rocks, there are also savegame point Rik August 22nd, 2009 at 16:02 After you collect the coal you walk right past the coal pile and go down the lift. Hunterz August 22nd, 2009 at 18:53 thank you jormar August 24th, 2009 at 10:07 Hi Rik, Rik August 24th, 2009 at 10:29 The messages.po file is in the source tar.gz file. You will also need to translate the script files which are in data/scripts. draconishinobi August 25th, 2009 at 17:31 One other bug I notice in the latest version 0.25 is: Rik August 25th, 2009 at 18:01 Does your inventory show that you have 6 Chopped Logs? Maybe I can reproduce the problem. Did you do the quests and then go back to the forest and get the remaining logs? draconishinobi August 25th, 2009 at 18:20 well, that's interesting there are no logs in my inventory ! Yes I did the quests gave him the 2 logs then went back to the forest for the rest of them. draconishinobi August 25th, 2009 at 18:34 ok I think I get it now, luckily I had a save before this happened, the only way it can work is for you to do both quests at the same time, got 8 logs, give 2 to the guy and use 6 remaining for the raft. Oh, and one other bug I just noticed, the grub at the entrance of the forest that tries to go down the ramp keeps turning around and around (spinning) indefinitely until you hit it ... maybe the ramp down has something to do with this behavior. Rik August 25th, 2009 at 19:28 Glad to hear that you managed to get around it, I'll see if I can reproduce the log problem. There must be a combination I haven't tried. Colleen Beamer (colleen.beamer@gmai August 26th, 2009 at 03:55 I like the game (although it's still not Blob and Conquer or even, Blob Wars), but I do find one thing an annoyance. In Blob and Conquer (and Blob Wars), when you finished part of a quest and killed all the enemies, they stayed dead. In Edgar, if you make it through a certain area, but then go back to that area even if it's by mistake, the sprites reappear - I'm specifically talking about the Sewer Level. Also, what's this on the Project Page about game pad support? I realize the game is in its infancy, but it's killing my keyboard. draconishinobi August 26th, 2009 at 12:43 One more thing, the greed dragon boss is very buggy, you can knock his head into a corner then beat the **** out of him, or knock his head completely off so it falls down through the earth and then beat the **** out of his remaining body. Strange, but I'm sure you'll come across the bug if you try the boss many times. Rik August 26th, 2009 at 13:21 If you're able to reproduce it consistently then can you let me know how you do it so that I can investigate. Thanks. draconishinobi August 26th, 2009 at 13:58 Ok, after messing around I think I know how to do it. As you go in to fight it run to the right of the screen so when it comes out it faces to the right towards the end of the screen. Then you can get on its left and it will get stuck on the right side of the screen. Then you can safely kill it because it won't move. Urs Holzer August 27th, 2009 at 13:26 Once again, an excellent game. Some thoughts from my side: Rik August 27th, 2009 at 16:28 Enemies are the only way to get more arrows so if they didn't respawn some of the puzzles would be impossible to complete. Glenn September 12th, 2009 at 04:27 Hi. This is a fun game, thanks for making it! Rik September 12th, 2009 at 08:44 Wow, I think you're the first person to have found this boss! Glenn September 12th, 2009 at 19:51 Thanks! I'm on the trail of those 10 hit points... Emeric September 17th, 2009 at 16:42 Very good game that gave me a lot of fun. I'm waiting the next versions and levels with impatience ! Very very good job, congratulations and many thanks. Gallaecio September 23rd, 2009 at 03:16 Is there a way to localize the game? Because right now I'm a little bussy, but I would be interested in translating it into Galician. I can see 'locale' directory, but there's no .pot file or similar inside, just a .txt file containing a "Translations go here" message. Rik September 23rd, 2009 at 08:10 In the source archive there is a file called "messages.po" which contains all of the translatable strings in the code. You will also need to translate all of the script files which are in "data/scripts". There is a file in the "doc" directory called "translating" which explains how to do this. Glenn September 24th, 2009 at 04:46 Hi - Are saves from v0.26 supposed to be compatible with v0.30? They seem to load ok, Rik September 24th, 2009 at 08:00 Can you send me your save file? You can find it in ~/.parallelrealities/edgar/ The save files are called save0, save1 etc. Can you also send me the .bak files too. You can send them to richard.sweeney@parallelrealities.co.uk HAK September 24th, 2009 at 09:14 Hi, I managed to port Edgar (0.25 and 0.30) for the MorphOS operating system. Rik September 24th, 2009 at 11:02 Thanks HAK, the problem looks like it came from the function returning the address of the local variable filename (-WALL didn't catch it), so mallocing it will most likely fix the trashing. Rik September 25th, 2009 at 09:21 0.31 is now available. This is a fix to allow Edgar to be affected by gravity for users that updated their save from an older version. HAK September 27th, 2009 at 06:02 Hi, unfortunately, with the latest version 0.31 I'm having problems, I didn't encounter when porting earlier versions. Rik September 27th, 2009 at 12:45 Hi HAK, I cannot reproduce the problem with the non-moving grubs or fireballs on x86. Does anything else not move? HAK September 27th, 2009 at 20:17 Hi. No, everything else moves as expected. Rik September 28th, 2009 at 08:01 Hi HAK, Rik September 28th, 2009 at 12:25 Hi HAK, HAK September 28th, 2009 at 15:25 Hi Rik, HAK September 29th, 2009 at 00:44 Hi Rik, Rik September 29th, 2009 at 08:03 Hi HAK, jormar September 29th, 2009 at 13:48 Hi Rik, Rik September 29th, 2009 at 15:17 The game is only about 30% finished so there is no way to finish it at the moment. By the way, springs bounce you higher in the air so that you can reach high places, they don't make the world go down. Urs Holzer September 30th, 2009 at 17:48 In the Sewer, where you pick up the bow, you meet this strange ball-puking enemy the first time. After you have defeated it, it drops an arrow. Unfortunately, this arrow falls through the plattform of the lift. If this happens, it is no longer possible to pick it up. You can work around it by catching the arrow in mid-air. jormar September 30th, 2009 at 20:35 Hi Rik, before the laboratory when you find the first dice, you need to bring a box to open the door. The turtles get stuck on top of the box on the way up to the door or on the way down from the door. jormar September 30th, 2009 at 21:37 Hi Rik, I've found the 5 dices, but the last one is protected by a force field. is there a place to disable it, or it's just that you did not finish this portion and that you don't want us to continue for now ? Rik October 1st, 2009 at 08:05 When you say you've found 5, do you mean you have found 4 and can't reach the 5th one? There are 6 on the level. jormar October 1st, 2009 at 10:27 when I click on any of the found dices it says "1 more to go" . And after going under water and drinking the purple potion outside and inside the water you get into a place where there is a force field ( line from up to down) and on the other side of the field I can see the last dice, but I can not go thru the force field and I have not found a way to disable it. Glenn October 2nd, 2009 at 08:28 Hi. Thanks for fixing the save issue. A couple of other things I noticed: Rik October 2nd, 2009 at 09:16 Which version of the punch is it that's causing the problem, is it the red or green version? Glenn October 2nd, 2009 at 17:39 It definitely happened with the green one. It may have happened with the red one too, but I could not say for sure. HAK October 4th, 2009 at 13:42 Hi Rik, Rik October 4th, 2009 at 19:26 Maybe I've misunderstood how setlocale works, I want it to return what the current locale is set to (for debugging). I guess I need to pass in NULL. Rik October 5th, 2009 at 08:18 Hi HAK, HAK October 6th, 2009 at 08:02 Hi Rik, Rik October 6th, 2009 at 09:25 Thanks for your help, I'll do a release to fix this later today since this basically makes the game unplayable and Edgar won't walk very quickly. I've also made a slight change to the lift behaviour which might fix the problem. HAK October 6th, 2009 at 22:15 Hi Rik, Rik October 7th, 2009 at 09:27 Jormar, Urs Holzer October 8th, 2009 at 12:49 HAK, if you look through my posts to this forum and read the andswers from Rik, you will find out where the forest cell key is hidden. Actually, it is not in the forest, but at an other place that can be reached from the village. Ron October 8th, 2009 at 13:50 1st off I really enjoy playing Edgar. I'm stuck in the 1st room of the basement. Can't figure out how to get the key below the 3 conveyors:-( Found the demolition room key but am unable to retrieve the wooden block behind the cracked wall to reach the key below the conveyors. BTW I'm using PCLINUXOS. Rik October 8th, 2009 at 14:10 I don't think you've explored the basement enough yet. Have you found a use for the demolition key? Ron October 8th, 2009 at 14:51 Fusion room says I need a different key, upper room says I need a castle key, lift on the the right side of lower basement room isn't activated. These are the only rooms that I can find at this point. Ron October 9th, 2009 at 15:44 Managed to get the red gem...but I get killed by the electrical zap on exiting that room. Leo October 13th, 2009 at 14:39 I'm like Ron .... i've expored all that is accesible tme after time, and i can't go on :( ... the only thing that i found: i need to disable (make it RED) one of the buttons to stop raining acid over the elevator. I'd tried to re-enable it (while i'm under the elevator, before get down) but the acid killed me before i get the more down level. I tried it, thinking that it could activate the elevator in the next scenery. I think that i need a bomb ... but where is it ? I can't come back to the mine (there was some bombs)... It's a game bug ? i need to re-start the game from zero ? i'm traped :( David Harmon October 15th, 2009 at 01:55 Hmm.. Now I'm stuck, maybe. I found a way to the exit, but not the purple gem -- I'm guessing the 4 generators would power that mysterious lift to the right of the entrance? Is this someplace where the game is unfinished, or have I missed something? Exploring this level is pretty tough, what with those gazers replicating all over the place, but I'm not carrying any extra keys, and I think I'm out of unused doors.. David Harmon October 17th, 2009 at 22:26 Okay...this is a gameplay problem. David Harmon October 17th, 2009 at 22:26 (Oh yeah -- and the above hazard doesn't even have a save point handy!) David Harmon October 20th, 2009 at 13:21 Hint for future readers: The new sort of door is your way in. What might it be made of? You have the tool.... Rik October 28th, 2009 at 12:14 I've been away for the last for weeks and haven't been checking my email. I'll have a look at the bugs mentioned. Ron October 31st, 2009 at 16:09 Purple gem?? I found the other 3. Thanks for the "tip" about the different type doors David!!! David Harmon November 7th, 2009 at 18:54 Oh yes, where *is* that purple gem? David Harmon November 7th, 2009 at 19:34 And while I'm at it, another gameplay issue: This shows up particularly in the Fortress Basement -- having monsters respawn is one thing, but in some areas, they double, triple, or more-ple their numbers! This seems a little excessive -- there's a key corridor that ends up with 3 or more gazers, and another long one that gets completely packed with snails, half of them spitters. David Harmon November 8th, 2009 at 01:14 Yes, and there's at least one section there with a similar issue. (And also see my prior complaint about the excessively long stretch of disappearing-platforms -- over-and up, over an acid pit!) David Harmon November 8th, 2009 at 02:47 And now the golem just froze on one knee (that is, about to throw boulders). And I had it down to four hearts after using a healing potion.... :-( Rik November 8th, 2009 at 08:24 Since the Golem is an optional boss, I won't be making it easier to kill. I will have a look and see if I can reproduce the reforming issue. Urs Holzer November 8th, 2009 at 12:04 A hint for boss battles: There is a number of tricks to discover. Find out how to hurt a boss. Also find a way to counter its attacks. Finally, you need a lot of training. For example, the golem: Find out how to avoid damage when he smashes his foot on the floor. Find out, where you have to stand when he throws stones. Find out which tool you need at the right moment to decrease his health significantly. Harry November 24th, 2009 at 12:24 Found an error in the fortress map, after jumping over the fireballs near the laboratory entrance: Rik November 24th, 2009 at 13:16 @Harry jormar November 24th, 2009 at 18:37 Hi Rik, found a bug when your start the battle with the golem Boss. if you move close to him when he is assembling and do not stop hitting him, he will brake in to pieces for the first time, after that doesn't matter what you do he himself will self destruct, but his head is falling in no way of being reachable by the cranes. so you're stuck until you die. you can not get out of the room. I've seen this problem only in the latest release v0.40 Urs Holzer November 26th, 2009 at 11:58 Rik, you must be a bag full of ideas. Those books! Greate work! Rik November 26th, 2009 at 12:29 @Urs David Harmon December 4th, 2009 at 19:14 Trying 0.41 under Ubuntu -- with both the .deb and source-compiled versions, it's noticeably slower most of the time (with erratic but brief speedups). David Harmon December 4th, 2009 at 19:26 Also, approaching the exit to the Cave, there's a bombable stretch of floor, but it just leads to a tunnel with what looks like a "weak" path, but it's not pickable. Is this actually meant to be passable by going back for one or more bombs, or is it just another "not ready yet" area? David Harmon December 4th, 2009 at 19:34 Never mind that last, I just tested it. Unbombable. Rik December 4th, 2009 at 19:50 Where is the game slow? Particular levels or the whole thing? If you run the game from the console it will display the frames per second when you exit. David Harmon December 5th, 2009 at 15:27 Slowness: It seemed to be the whole thing, but now it's cleared up (after a couple of system updates, sigh). David Harmon December 5th, 2009 at 15:38 OK, figured out the cave tunnel. David Harmon December 5th, 2009 at 16:30 Never mind -- after the hint from dealing with the cave tunnel, I figured out how to feed the ant-lion. David Harmon December 5th, 2009 at 17:25 Oh yeah -- and the Ubuntu version, when run from a shel, *hangs* on exit -- it needs a kiil -HUP to kill it. David Harmon December 7th, 2009 at 23:10 OK, wandering around the fortress and laboratory. I've accumulated a number of objects that appear to be useless. The "Soul Bottle" is explicitly marked as "not working in this version". ( Aww, and after all that trouble!) The Tesla pack doesn't seem to do anything, but I haven't gotten at those blue pads yet, which look like an obvious match. But what about Gazer eyes? Are those actually meant to do anything? (Also, I still haven't seen any sign of the purple gem, despite your prior hint that it might be found in the Laboratory.) David Harmon December 8th, 2009 at 15:51 OK, interesting bug in the Library.... when fighting the Blue Boss Book for the third time (falling blocks), I tried to hide against the exit door, and got knocked *through* the door. The BBB kept tossing blocks, many of which got embedded in the wall, but I was able to go up and get the Third Passage key. When I came back down though, the game crashed. David Harmon December 9th, 2009 at 00:36 OK, I think I've pretty well covered the Laboratory, though I have no idea what that lonely switch in the water maze did. Still no sign of the Purple Gem. Looking back in the Fortress Basement, I find one room which seems to be accessed on the right by a locked door (no message), and on the left by a lift that doesn't come down when switched (again, the switch has no message attached). Rik December 9th, 2009 at 07:58 The library is incompletable in the current version. It states this at the start of the map. David Harmon December 9th, 2009 at 12:35 And what about that effing Purple Gem? Rik December 9th, 2009 at 13:25 The purple gem is in the Lab. I guess you haven't gotten past forcefield yet? David Harmon December 9th, 2009 at 15:25 I found one forcefield, (dead-ending a water run, IIRC) but it didn't have any apparent way to switch of off there. I thought I'd managed to switch it off elsewhere, at some point, because I haven't re-encountered it in later explorations, and I thought I'd re-passed and cleared that section on a later trip. Where the heck was that again? (And is that what the mystery switch was for?) Maybe there should be some indication that there *was* a forcefield somewhere, or at least a hint as to what a mystery switch actually does! David Harmon December 9th, 2009 at 15:30 Actually, I just now did manage to get along that treadmill, by really hammering on the jump button, only to find the far end too narrow to pass. Presumably it's meant to carry a block, as I suspected at the beginning. David Harmon December 9th, 2009 at 16:12 Arrgggh! I just figured out the rhythm change needed for those bl***blocks, did everything I needed to move and transfer the weight -- and got back to discover that the hook had dropped it *next* to the scale! (Not it's original position, I remembered to place the lift -- this was on the other side of the scale.) David Harmon December 9th, 2009 at 18:21 And worse -- I tried it again, and came back to find the weight *hovering next to the claw*, over the (unusable) position it had fallen in last time. Trying the switch just dropped it into that same position. I have to consider this a bug, and a killer. Ron December 10th, 2009 at 09:50 David- The weight fell on the scale for me and the purple gem is just to the left of the scale. A little more to the left is a tele-porter. Rik December 10th, 2009 at 09:55 So when the weight drops here it simply pops off again? David Harmon December 10th, 2009 at 13:02 No. The video shows the claw properly holding the weight. I found the weight at ceiling level, but immediately to the left of the claw itself. When I hit the switch, it fell from that position, to land immediately to the left of the scale. From there, I couldn't move it anyplace useful. (That is, I was stopped cold.) I'm running on a source-compiled version of 0.41, under Ubuntu 9.10. David Harmon December 10th, 2009 at 21:17 I just installed the .deb and confirmed that it does the same thing. David Harmon December 12th, 2009 at 00:59 I'm also turning up more bugs in the Laboratory -- I retreated to an older save file, trying to make the run from the Lab entrance, and I'm seeing electrical auras (like the turtles') in odd places. I'd previously seen them surrounding shots from the green towers, but never got hit by one of those. This time, they're making more trouble. When facing the first (straight) series of bl**kblocks on that route, I know that trying to cross directly will consistently (*) leave me trying to make the final jump directly onto a turtle.so I send a bunch of arrows over first, to try and kill one of the turtles, or at least inspire them to move. When I tried more than usual, somewhere around the 13th or 14th arrow, my own arrows picked up that aura, which damaged me! Trying again from the save point (with fewer arrows), I got across, only to find the surviving green tower there was itself wearing such an aura! Again, trying to attack it damaged me, just like with the turtles! David Harmon December 12th, 2009 at 02:06 Hmm... The weight bug may be linked to saving the game at the wrong point in the cycle. David Harmon December 12th, 2009 at 16:49 Bah. I attached the Tesla Pack to the Blob. Now what? It's just sitting there at half-size, and I still can't hurt it, or leave the screen.. David Harmon December 12th, 2009 at 16:54 Oh yeah, and occasionally it tells me "Press Action to Interact" but doing so doesn't do anything. David Harmon December 12th, 2009 at 17:52 OK, that last one only seems to have happened once. Starting again from the handy save point, the pack duly shocked the blob. David Harmon December 12th, 2009 at 20:10 Hmm. The blob is still occasionally getting "stuck" in reassembly -- this seems to be associated with one or more of the sub-blobs getting stuck in the floor, perhaps because the "shattering" happened too close to the screen edge. David Harmon December 13th, 2009 at 19:46 OK, I've dealt with the energy stealers and unlocked that teleporter. Is there anything left for me to do in 0.41? David Harmon December 13th, 2009 at 23:58 OK, then... one last comment (barring bug reports) before the new version, about game balance. This is clearly meant to be a tough game. But there are ways in which the game is just too tough! There are many places where it's not enough to survive the encounter or hazard, you have to do so almost perfectly, to be in good enough shape to deal with the next, or even to reach the next. In order to progress, I've had to spend way too much time, not dealing with puzzles, but combining respawn-hunting with save-point abuse, just to recover my health. David Harmon December 15th, 2009 at 17:35 Hmm, a couple of minor bugs found. It seems a critical puzzle in the Fortress GF needs a Gazer eyeball to activate. Fine, it's good they're useful for *something* -- but I never knew that until I showed up *without* one -- that is, it didn't tell me anything like "used Gazer eyeball". pechenie December 30th, 2009 at 19:15 First: great game! Such a timekiller, so I can't stop :) pechenie December 30th, 2009 at 19:22 Hah! More than that! There is no chance to get back to the mines, so where can I get bomb to break through? Rik December 31st, 2009 at 09:54 @pechenie Adam December 31st, 2009 at 18:30 Hey! First off, love the game! Played it through once, then restarted to get the things I missed. Couple of things. First, I also had the bug where when I restarted after having saved games, some of the items were gone. Second, some of the places are difficult because of the physics and placement. I'm thinking of the place in the Fortress Ground Floor with the hanging spiders that swing when you hit them. Tried this literally hundreds of times, only gotten past the fourth one. One problem is that when you hit the opposite side of the spider, it throws you /backwards/ into the lava. A little silly, don't you think? The other question I have is once you get through all of them (if ever), how on earth do you activate that switch? Thanks! Rik December 31st, 2009 at 18:50 @Adam, Adam December 31st, 2009 at 23:16 Ok, no problem. Good to know, though, since it'll keep me from wasting time. The axe was all that was gone for me, and although I read someone else's comment that the trees were gone, this was not the case for me. Thanks for your response! Again, love the game! pechenie January 1st, 2010 at 09:24 Rik, thanks! Magically, I both passed through the bombable wall and got to the Library :) Rik January 1st, 2010 at 09:37 @pechenie pechenie January 1st, 2010 at 14:20 No, mmm... I'll try to explain. When the blob becomes red, it puts the hero into it. Then you hit'n'smack him and it blows to many-many little blobs. And here the moment! If one of it's part go out of the screen (to the right) there some variants: Adam January 1st, 2010 at 19:55 Hi! Me again... Couple of thoughts... One, someone mentioned a Gazer eyeball was needed for a puzzle. Would you mind telling me where? I was positive I'd covered the entire fortress (except for the hanging spiders), and never needed one. David-If you reload a saved game this will often increase your chances of getting hearts from monsters. It seems that some times through are just more "healthful" than others. Adam January 1st, 2010 at 20:00 One other thing: has the Fire-Shield been implemented yet? Adam January 2nd, 2010 at 05:50 Oh, and one more thing; is there a use for the Third Passage Key yet? pechenie January 3rd, 2010 at 16:22 Are my bugreports accepted? :) pechenie January 3rd, 2010 at 16:54 One more bug: pechenie January 3rd, 2010 at 17:06 2Rik: Mike January 4th, 2010 at 04:12 The last level isnt really complete, is it? It looks pretty good so far though.. just as we've come to expect :) pechenie January 4th, 2010 at 08:56 Thanx for the next version! Really nice one! But in the library there is some Exclamation marks telling "something should happen here" lasts, but SOMETHING already happen ;) pechenie January 4th, 2010 at 09:59 As I remember, on the very first library floor, where is the first instruction card needed. pechenie January 4th, 2010 at 10:59 One question: do you have the complete story in your mind (or on the paper) and do you already know what happen "when player open that closed door", or it is just the impro? :) jormar January 9th, 2010 at 10:26 has anybody found the 'sewage restricted zone' and the '3rd floor passage key' in v0.45 ? Ron January 9th, 2010 at 14:34 In updating to version .45, the ice spray is lost in my inventory:-) anyone remember where it was located so that I can retrieve it? Glenn January 11th, 2010 at 02:02 Hi, David Harmon January 17th, 2010 at 03:46 Adam: IIRC, the Gazer eyeball is needed to make the dice puzzle appear so you can get to the Laboratory door. Rik January 17th, 2010 at 09:33 Thanks for the feedback. Unfortunately my laptop died so until I can get it fixed I can't work on the game. David Harmon January 17th, 2010 at 16:09 Whoops, nasty gameplay bug in the Library! At the new water trap, the whirlwind just threw my shield into the water! Even if I jump into the water, I can't reach it before I "drown". David Harmon January 17th, 2010 at 18:50 Bah. Just crashed, with message: "Animation BLOCK not set for weapon/pickaxe" David Harmon January 17th, 2010 at 20:13 Arggh! In the Library (3rd floor?), the second robot, when presented with Instruction Card #4, does a loop around Edgar, starts to go down the tunnel, then comes back and hangs at the corner.... incidentally hanging the game as well, since Edgar can't do anything until the robot finishes! David Harmon January 17th, 2010 at 21:27 Minor bug in the Laboratory -- theres a spot where you have a spring in a hole, which you need to use to get a block across the gap in the level above, in order to open the door to one of the dies. I just managed to get the spring pushed to the side (half into the side of the hole), with the block stuck in the hole next to it. (And there's no reset switch, presumably because you didn't expect that spring to be mobile!) David Harmon January 18th, 2010 at 12:55 Also: Save files don't seem to preserve the "applied" item -- they reload with the first item in inventory (generally the pickaxe) selected. David Harmon January 18th, 2010 at 17:11 Oooh, and an old bug, way back in the mines.... after fleeing the boulder, you're facing a lift. If you accidentally send the lift up and fall into its pit, there is no way to get out... BloodyMary January 18th, 2010 at 17:32 Hi There, Rik January 18th, 2010 at 18:01 @BloodyMary David Harmon January 18th, 2010 at 20:13 Hah, and I just came here to report the same bug as BloodyMary. After reloading, I ran into another bug --the game hung when I entered the cavern, with Edgar looking up at the cocoon. David Harmon January 18th, 2010 at 20:17 OK, I have a repeat on the hang. Could this be connected to the other changes to the "digging" grub? Adam January 18th, 2010 at 23:27 David, thanks for the response about the eyeball. I guess I didn't notice that I'd used it either. David Harmon January 19th, 2010 at 18:25 OK, clarification on the "hang" -- when I exited the program and reloaded, I was back to the bug finishing off the "fly" -- if I (without exiting the program) reload that save point, I hang at the cocoon -- but if I reload a different savefile (headed for Mataeus), I still hang, at the info point for the "Monster Compendium". David Harmon January 20th, 2010 at 16:45 And a menu/options bug: When using Options to set "Use Item" (usually "a") to "w", the "(a)pply" within the inventory window was changed. When I set "Use Item" to "s", the "Use item" command at the main game screen, *and* the (a)pply command at the inventory screen, were inaccessible (didn't work, and neither did "a"). David Harmon January 20th, 2010 at 17:18 YA Bug, now in the Mataeus encounter: When riding up on a block at the far left of the screen, I was shoved off the edge of the screen -- unable to move back on or fire knives, but the boss stayed active -- interestingly, I'm pretty sure I had vanashied about halfway up the screen, but Mateus is now aiming his knives at a considerably lower point on the screen edge. BloodyMary January 20th, 2010 at 23:43 Hi There, Rik January 21st, 2010 at 09:26 @BloodyMary Rik January 21st, 2010 at 10:05 The translations use GNU GetText so once you have created your translation file, you can place the .po file into the locale directory, do a "make install" and it should compile the .po file and copy it into the LC_MESSAGES directory, but I think you've already managed to do this. Harry January 21st, 2010 at 13:11 Using a Bomb on Mataeus (worth a try) caused a segfault. Must be his supreme magical power. David Harmon January 26th, 2010 at 15:39 "The Legend of Edgar has encountered the following error:" (But then closed the window just as I was trying to transcribe the message!) Roughly, "Animation BLOCK not found for (?)/wood_axe", and "Report to Parallel Laboratories". This was the compiled-from source 0.45, but I've seen a similar crash with the binary version, except that the message came out on stderr. (Personally, I'd prefer stderr -- can't C&P a graphical message!) David Harmon January 27th, 2010 at 16:34 *&($*$%)#!@! After finally defeating Mataeus, all you get is "well, <i>that's</i> done with, now for the shopping list"? That guy was totally worth a bigheart! David Harmon February 3rd, 2010 at 18:01 Cool, bug-fix release! Still awaiting the rest of the Fire Shield quest... Paolo February 18th, 2010 at 15:43 Version 0.46.1 There is an error in FORBIDDEN SWAMP (WALK_TO command could not find Entity SNAKE_BOSS_WALL_1) Paolo February 18th, 2010 at 16:23 Hi Rik. To semplify your work I added an Edgar_error.zip in Replay Files under name "Forbidden swamp error". Just unzip and read error_explain.txt. Paolo February 19th, 2010 at 13:43 Thanks Rik, works. pechenie February 24th, 2010 at 15:18 Hi there. Can't make fresh 0.5 from sources: Rik February 24th, 2010 at 15:38 gcc should be creating the makefile.dep file automatically. After typing make you should be seeing Xello February 27th, 2010 at 16:25 I compiled the source on my 64bit ubuntu system. It compiled just fine, but then it segfaulted. Xello February 28th, 2010 at 00:56 Yup that was it... A seg fault is kindof harsh for having an application installed incorrectly... Just a thought. Rik February 28th, 2010 at 08:34 The segfault was caused by the game trying to display an error screen but the error screen was reliant on it being able to find the pak file, so it fell over. In future if it can't find the pak file then it will write an error to the console. David Harmon March 1st, 2010 at 18:14 First thoughts on 0.50, and particulaarly on the Fortress Mine: Rik March 1st, 2010 at 19:14 @David David Harmon March 1st, 2010 at 21:07 It was my first time to that point, but... From the last save point, I'd gotten off the mine-cart loop at the upper right, and then gone upwards to find the undiggable wall. Hah -- I just tried it again, and this time the segfault was immediate after the bomb detonation. I could have sworn that last time I had the chance to walk past for a few seconds, but the crash-to-desktop kinda distracted me. Trying the compiled-from-source version next.... David Harmon March 1st, 2010 at 21:22 OK, duped with the compiled version (DEV=1) -- segfault just at completion of the bomb. David Harmon March 1st, 2010 at 21:24 It was right against the wall. Probably not relevant, but the character actually had been still carrying a bomb from prior levels -- it didn't seem to matter whether I visited the local bomb-bin first. Rik March 1st, 2010 at 22:06 Can you run the game through gdb, so do David Harmon March 1st, 2010 at 22:56 I just did so and... the segfault doesn't happen under gdb. <Sigh>. Xello March 1st, 2010 at 23:33 Did you compile with debugging symbols (-g)? I think gdb needs them to work correctly. David Harmon March 3rd, 2010 at 01:30 Gaah. And now the original segfault has vanished entirely. For a while I was getting a segfault on startup, but I redid the "make install" and that seemed to fix that. Other comments: David Harmon March 3rd, 2010 at 13:21 Xello: I should hope the DEV=1 flag brings those in, but it "shouldn't" kill the bug -- you'd still get the segfault, it's just that the "where" command wouldn't be too informative. Xello March 3rd, 2010 at 22:36 By the way, this game is awesome! Thanks for the game, keep up the good work! David Harmon March 4th, 2010 at 01:48 Segfaults: I realized that edgar segfaults on startup when run from my home directory, but not from the build directory. This is *after* a "make install". Harry March 4th, 2010 at 11:55 v0.50, on the second Mine map: marvn March 5th, 2010 at 17:36 hi, in library after i obtain the fire shield howto, game crashes with Unknown Trigger Type "smoothie_colour" marvn March 5th, 2010 at 17:37 sorry, i pasted log 3 times tim March 7th, 2010 at 23:39 Are there any walk-though or hints/spoilers? I can't find the 6th log for the second crossing, or get past the giant ground scorpion/crab thing. thanks :-) Rik March 8th, 2010 at 07:59 @tim Harry March 10th, 2010 at 12:43 v0.51: marvn March 11th, 2010 at 17:24 thanks for the library fix Rik March 11th, 2010 at 19:12 There is currently a bug in the Armour Boss which means it can't be defeated, I'm going to fix this shortly David Harmon March 13th, 2010 at 00:43 If 0.52 was supposed to be the fixed version, it isn't. After I took off its armor for the second time, "Patches" (I named your doggie :-) ) froze in place, with no exit. I still haven't figured out how to damage it, unless I'm supposed to somehow nail the tongue while it's out. David Harmon March 13th, 2010 at 15:51 It says it needs the yellow gem, which the boss still has. BTW, the multiple keypresses and waits needed to enter the fight are a bit annoying -- maybe you could merge them into the cutscene? David Harmon March 13th, 2010 at 15:56 More specifics on the current bug: It's actually freezing at some random point during the fight. At that point, I can stand in front of it and knock off all its armor, but it won't go into the "charge". David Harmon March 13th, 2010 at 16:37 Back to gameplay: beating on Patches while he's knocked out seems to have no effect (even health loss), and he comes back quickly. The hanging canister and its switch seem useless so far. (Possibly powered by the same generator?) (I do note there's a perch "on top of" the canister) The buzz-saw blades don't seem to do anything useful, unless I'm supposed to catch them in the canister somehow. marvn March 14th, 2010 at 12:49 david: you have to get yellow gem from the boss while he's knocked out. Rik March 14th, 2010 at 13:26 That's correct, once you've created the yellow liquid you cannot progress any further (currently). pechenie March 15th, 2010 at 15:59 Dammit!!! How to pass through the giant stone in the fortress mines? I think I'll break my spacebar soon! pechenie March 15th, 2010 at 17:30 I can get only to "triple" wall and stone always smacking me there. Is there a trick or something, or I didn't run as fast as I should? Rik March 15th, 2010 at 23:18 The is no trick to getting past the boulder, you just need to move quickly pechenie March 16th, 2010 at 04:09 Thank you very much for the video, but there were no any new thing :) I tried all the evening long yesterday, but failed. And today in the morning, after watching your video, I just tried once and, voila!, passed it! Thank you :) David Harmon March 16th, 2010 at 13:32 OK, got past Patches. Now going through the Fortress Mines again, and found a gameplay bug: joghi March 22nd, 2010 at 19:40 Hi, Rik March 22nd, 2010 at 20:23 I cannot reproduce this error, what version of the game do you have and what did you do to compile and install it? joghi March 22nd, 2010 at 20:31 I build the latest version 0.52. To compile it, I just used make and make install without changing the makefile. joghi March 22nd, 2010 at 21:04 Sorry, it seems the problem lies somewhat deeper. When calling Rik March 22nd, 2010 at 21:16 Can you try doing (do a make clean first) joghi March 22nd, 2010 at 21:22 Ok, Rik March 22nd, 2010 at 21:29 Good to hear it works now, I'm curious as to why Slackware is ignoring default values in the makefile though. joghi March 22nd, 2010 at 21:40 Ups, seems slackware doesn't ignore defaults. In my case, in the makefile it says DEV=1. Don't know where that comes from, as i said, i didn't change anything, at least not consciously. Thanks nevertheless! SD March 27th, 2010 at 01:22 I'm getting a music error on edgar-0.52 (built from source, on Gentoo). Makefile was changed to install to /home/sd/system: Rik March 27th, 2010 at 08:43 This looks like a problem with the way SDL looks for the libs. Try linking the /usr/lib32/libmikmod.so.2 to the /usr/lib64 directory SD March 27th, 2010 at 14:40 Seems like rebuilding sdl-mixer and sdl-sound worked. No need to force linking. Thanks for your suggestion anyway. SD March 27th, 2010 at 15:10 A small keyboard bug. I mapped the shield to the S, W or X keys and for some reason it doesn't work. Mapping the attack action to the same keys also causes the same. I made sure no key is used for more than one action or movement. Rik March 27th, 2010 at 15:48 Thanks for the note about the keyboard bug, I've managed to reproduce it so I'll fix it in the next version SD March 27th, 2010 at 23:28 Hi again Rik. Another bug, this time a collision problem. I had a few collision problems during the game, but this one I was able to reproduce multiple times. On the Lab level after picking the purple potion and passing the purple ray area I got to a place with a blue barrier. There I got close to the blue barrier and drank the purple potion. Doing this makes me ended up stuck inside the wall above. If done 'incorrectly', after going back to normal and jumping I went over the map. Then trying to find a way out I jumped all the way to the top an then walked all the way to the left. Found 15 purple potions on the top left corner and a no exit area :). SD March 28th, 2010 at 00:04 Curious fact, bubble makers can jump on green springs, Again laboratory, using the green spring near the ice spray, and the bubble maker below. I saved while the green spring was on top of the red button, when I loaded, the bubble maker was jumping on the spring. vlad April 4th, 2010 at 00:03 Trying to compile this on a Mac 10.6 ... what is the purpose of having a wait() function in nearly every file? It appears that none of them are used. This is causing a conflict with a system wait.h file. Steve April 4th, 2010 at 09:31 @vlad - Richard (the developer) is currently on holiday and won't be back until the second week of May, or so. The wait() functions exist to deal with various entity behaviours. Are you sure you need to be using the system wait.h file? I'm sure you can find a work around, since this is likely very common when porting code to the Mac. Jon April 12th, 2010 at 05:00 I'm stuck at the mines. I have my sword and I've gotten the large room key, but I can't make the elevators go back up to let me out of the mine or into different rooms of the mine. Using version 5.2. Btw, my son 4.0 really likes the game. Also, it seems the music still stops after awhile, not sure what causes that. Jon April 12th, 2010 at 05:01 Just noting that I'm using Ubuntu karmic 9.10 Simesy May 2nd, 2010 at 01:30 I have the sword and the coal and I was on my way to Borgan but there are rocks everywhere, so I went the other way and rocks were falling down and made 1 big boulder that chased me, it was impossible any way I went is it supposed to be like that???? Simesy May 4th, 2010 at 08:37 Don't worry I found out how to do it. Simesy May 6th, 2010 at 08:52 Rik why did you only record the first half of the Forbidden Swamp?????????? Wisp May 9th, 2010 at 21:24 HELP I can't install it Rik May 10th, 2010 at 11:33 @Wisp jon May 12th, 2010 at 03:46 Are the switches in the mine supposed to let you go back up? I'm not sure if they are broken or i am just doing something wrong. When I go into the mine I can't get back out. David Harmon May 13th, 2010 at 00:40 Just hit a segfault in 0.55, binary distribution. I'm installing *-dev packages now to compile the source.... I'm in the Library, I'd just gotten past the 3rd floor gate, crossed one of the pools and killed the first mine there. David Harmon May 13th, 2010 at 01:58 No joy -- it didn't crash in the dev version. phapthan May 13th, 2010 at 16:23 Hi, first of all i love this game! phapthan May 13th, 2010 at 17:14 no, but I don't know where it is! phapthan May 13th, 2010 at 17:40 ok I guess where is the laboratory now but I need the gazor eyeball to access it. I have searched everywhere and didn't find it... Rik May 13th, 2010 at 18:05 Gazers sometimes drop their eyeballs when they die. They are the flying creatures in the Basement that flash the screen white when they open their eye. phapthan May 13th, 2010 at 22:23 that's it! I just enter the laboratory. I always avoid these 'flashing creatures' I never thought they will give me something usefull... Maybe you should give a hint for the next version... David Harmon May 14th, 2010 at 16:04 phapthan -- yeah, this game is a killer for having odd items that are needed only two levels away. The basic rules are: kill everything that can possibly be killed, take everything that can be taken, flip every switch. go through every door, and if you're faced with a blatantly impassible obstacle (usually noted with one of those green circles), see if another level offers the solution. David Harmon May 14th, 2010 at 19:05 PS: to above: OK, there are a few exceptions -- dead-ends with monsters that really could be avoided -- but there's no way to know which without trying. Also, many doors just can't be opened in this version, notably in the Fortress Ground Floor. David Harmon May 15th, 2010 at 00:44 Rik: Does your Armory "To Do" list include a box of bombs and (not incidentally) whatever is *supposed* to be at the end of that *really long* ray of light? Simesy May 15th, 2010 at 06:59 I'm wondering what you need for the point when Edgar reaches an info circle in the cave part of the forbidden swamp and says "this rock looks to strong for my pick axe I'll have to use something else to get through" does anyone no what you need. jon May 15th, 2010 at 07:02 Rik, I have the sword, the axe, and the 6 six logs from the forest. Then I go into the mine, and I go down, and the switch won't let back up. I go to the next elevator and go down. That switch won't let me up either, then I go get the large room key. I come back and kill all the bats. And I can't go up the elevators, the switches don't work to go back up. I think I have tried all the switch combinations. Am I missing something? or are the switches broken? Rik May 15th, 2010 at 09:21 @David Rik May 15th, 2010 at 09:22 @Simesy Rik May 15th, 2010 at 09:24 @jon David Harmon May 15th, 2010 at 14:52 I don't have a site to stash a screenshot, but: Way up in the catapult-accessible section, there's a lightbeam for which I get the mobile reflector out with the pickax. The only apparent thing to do with it is to send the beam off to the left. Following it that way, I get to a very long slimepit, punctuated by five or six red serpents, none moving. After finally managing to get past that, I got to a ladder up from the water, which led up to a bombable wall. I haven't seen a bomb-bin anywhere on this level, but I had one left over from another level, so I tried it, but then found myself facing a deep water pit. On prior levels, I would have used the slime potion, but I'd already used the bottle from that for the tentacle smoothie. David Harmon May 15th, 2010 at 14:54 PS: In "waterline" form, the red serpents sometimes go *over* the ice floes I'm using to corral moving serpents. This does not match up with the natural image of them "mostly under the water"! jon May 15th, 2010 at 18:44 Rik, I tried to push up and down, but the lifts in the mine would only go down. I'm using the debian version with ubuntu 9.10, maybe there is an issue , I might try on a windows vm or something. Also on my version the music goes out after a short time. Rik May 15th, 2010 at 22:36 @jon phapthan May 15th, 2010 at 23:39 I have a problem with the armour boss. I can take his yellow gem, put it in the generator, then put the little red animals on him when he has no armour, but his life is always at max, so i can't defeat him... phapthan May 17th, 2010 at 21:51 indeed it's much better with several batches. Rik May 17th, 2010 at 22:34 The boss is defeatable, but you don't have to fight him if you don't want to. phapthan May 17th, 2010 at 23:24 ok once you're used to it it's not so difficult :-) phapthan May 18th, 2010 at 00:43 wow you did a great job on the armoury boss! phapthan May 18th, 2010 at 10:21 You know first time I saw the 'trailer' of the game I thought, 'yeah it's gonna be a funny little game'. Rik May 18th, 2010 at 21:37 @phapthan phapthan May 19th, 2010 at 00:56 I started from the beginning, too bad I didn't find it earlier, is there any way to go back once you take the boat? phapthan May 19th, 2010 at 21:48 Ok, I make everything from the beginning again to try to get all secrets. Now there is a problem with the statistics... I saved on a old file and now I have15/13 secrets found! (but I have found 5 I think so far) jon May 24th, 2010 at 05:42 Hi Rik, gar May 24th, 2010 at 21:35 I can't find the mine entrance on .55 or .56, only an entrance that requires the forest cell key. gar May 24th, 2010 at 23:44 nm, I didn't realize that I could jump over that pen. phap May 27th, 2010 at 09:04 Hi there is a bug. After I defeated the borer I had some bombs left, and then I saved, then now when I load the game it says: 'the legend of edgar has encountered the following error could not find ennemy item/bomb please report ...... the game will now exit' phap May 27th, 2010 at 09:25 I can confirm I reproduced it: without bombs in the catacombs I can load the game but with bombs same error. phap May 27th, 2010 at 13:24 and another bug with the borer. Anytime I let him catch me with a red tentacule and throw a bomb when he still grabs me, then I can walk in the air up down left and right Kulti May 29th, 2010 at 18:53 Hi, it's realy cool game, but I cannot understand Medal system. E.g. I Rescued all of Jacob's chickens and get Medal. But also I Defeated Golem in secret Mine-map or Entered to Forbidden Swamp, but have not medal. Rik May 29th, 2010 at 20:49 If you're not connected to the internet then you cannot receive medals. Maggie will restore your health if you're hurt. Kulti May 30th, 2010 at 12:47 Thanks, but it's realy strange. I was on-line. Maybe some network's error or server timeout or smth other. I think, you need to store info about medals on host machine and then try to deliver it to the server. phap May 30th, 2010 at 16:50 I had sometimes problems with medal too. I took sometimes 3 times before I could get one. For exemple with the amulet I just saved before getting it, and I didn't get the medal, then do it again didn't get it, then third time got it. I don't think it was an internet connection. Kulti May 31st, 2010 at 09:15 Hi. I start new game and probably found a bag. In Fortress Basement in room with purple lasers and red gem I use key to switch off first laser, but it's not. So, I lost 6 hearts to get red gem... Rik May 31st, 2010 at 09:52 Thanks for the report, the lasers should be able to be switched off so I'll have to look at that. marvn June 1st, 2010 at 16:31 hi marvn June 1st, 2010 at 18:06 ok, my bad. it's funny, i've tried many places but not that...shame on me :P ShowMeRon June 2nd, 2010 at 12:39 Unable to play...CPU usage jumps to 100%. Might be because I only have 384MB of ram :-( Rik June 2nd, 2010 at 13:14 When does the CPU jump to 100%, is it on certain maps or just anywhere? Does it happen in the tutorial? ShowMeRon June 2nd, 2010 at 13:42 [ron@localhost ~]$ edgar David Harmon June 2nd, 2010 at 16:24 First, a graphics bug: When fighting the Queen Wasp, I got slimed in midair a few times, and it left green "ghosts" hanging there. ShowMeRon June 2nd, 2010 at 16:44 Replaced onboard soundcard with a soundblaster live card...much better! David Harmon June 2nd, 2010 at 17:41 More accurately, I didn't have a problem *there*... I had the problem much later in the Armoury, when I (judging from comments) needed that slime potion. which I'd sacrificed to provide a blender for the tentacle smoothie. My question was whether the change described means that "gotcha" has been removed, or if it refers to something in the later stuff which I couldn't get to. David Harmon June 2nd, 2010 at 19:09 Bah, above: "...sacrificed to provide a *bottle*..." marvn June 3rd, 2010 at 02:14 hi Rik June 3rd, 2010 at 07:55 Borgan actually gives you a hint of where to find it after you give him the coal... David Harmon June 3rd, 2010 at 15:51 Another minor bug: The water pools in the library (starting with 2nd? floor) now seem to be stocked with fish. When I passed them initially, there was no problem, but on going back over the first of those (to recover after a couple rounds with the yellow book), one of the fish was stuck in the upper left corner of the room! David Harmon June 3rd, 2010 at 16:02 OK, looks like that's officially the third floor. And the fish is still stuck. ;-) David Harmon June 3rd, 2010 at 16:03 Hah! Save and restore put the fish back where he belongs! David Harmon June 3rd, 2010 at 16:17 ... Or maybe not, as I just found him swimming along the ceiling. :-0 marvn June 9th, 2010 at 15:45 hi Rik June 9th, 2010 at 16:21 @marvn David Harmon June 10th, 2010 at 23:33 YA Bug: Fighting the four ninjas, the yellow one got stuck partway up the right side of the screen. Play otherwise continued as normal until "super is ready", when he stayed there, but none of the others dropped in (apparently trapping me on that screen). He continued to take damage from spike balls, but that was the only thing that could reach him, and I didn't have enough to kill him. (He was just above repellent-cloud range.) David Harmon June 11th, 2010 at 01:36 And another, in the same fight -- during the "super" fight, I ran (was pushed?) off the left edge of the screen, where I was trapped (couldn't re-enter the screen). David Harmon June 11th, 2010 at 02:13 OK, gave up on the ninjas for a moment, and went after the lightning sword. On the way back, I found another bug... I seem to have become a ghost! I can attack and kill monsters, but I'm not affected by monsters (including green missiles) or spear traps. Nor can I pick up monster drops, and I pass through "falling floor" squares without triggering them. (So, not perfect> :-) ) I can still stand on ice blocks. Possibly related -- I accidentally tried to transmogrify on a brown ledge (ladder rung), and was told "You can't transmogrify here". I saved the game, if you want that.... David Harmon June 11th, 2010 at 02:18 Whoops -- loading the ghost-bug savefile didn't preserve the ghost state. Reloading the prior bug's savefile (went off to the left of the ninja fight) found me outside the fight room (and there is a save post there), unable to enter the room, but with the yellow ninja glaring at me from inside. David Harmon June 11th, 2010 at 02:40 Also, the lightning sword goes down to negative charges... this isn't what caused the ghost issue, as that time I hadn't even used it yet. David Harmon June 11th, 2010 at 19:41 Ok... the negative lightning sword seems limited to the time I was ghostly. However, after defeating the Foursome, I was wandering around a bit, and I found a couple of the Foursome's empty health gauges lying around, on the steps up to the long slime-lake leading to where I'd gotten the l-sword! David Harmon June 11th, 2010 at 21:10 Gahh. After finding another stray empty gauge (attached to a red water snake), I went back and did the smoothie and the final spell, got the cutscene, and just after Evil Edgar (I presume) ran off... the game segfaulted. Three times in a row, whether or not I'd saved in the Lab or just gone from the savepoint in the Main Floor. Also, my lightning sword is up to 11 charges -- didn't it start with only 10? David Harmon June 11th, 2010 at 23:30 Da*n, the segfault doesn't happen with a debug-compiled version. Rik June 12th, 2010 at 08:22 What was the last thing that happened before the crash? i.e. The last bit of dialog or the last action, such as the screen fading off David Harmon June 12th, 2010 at 17:09 Rik: I think it was the shrinking-circle "fade-out". Also, I just encountered the "ghost" phenomenon again. It was in the last round of the fight with the borer... I couldn't pick up the bomb, but also wasn't affected by rocks or tongues. The borer eventually picked up it's own bomb anyway, but then I couldn't pick up the bigheart. :-( Kulti June 12th, 2010 at 18:36 Hi, Rik. I get segfault after creating evil Edgar: David Harmon June 12th, 2010 at 18:37 Also, it would be *really* nice to be able to rearrange inventory items. When fighting the borer, I keep accidentally transmogrifying, that being the item which gets auto-selected when I drop a bomb! David Harmon June 12th, 2010 at 20:11 In the Catacombs, the last puzzle block doesn't have a reset switch, and it needs one -- if you push it *through* the anti-grav, you're stuck. David Harmon June 12th, 2010 at 21:55 Confirmed marvn's report, if you get glassed-in under one of the ledges, the smasher can't reach you. On the other hand, Edgar can still hit you, while you can't block. :-( Fortunately, you've got a tool that can shatter glass.... David Harmon June 12th, 2010 at 22:50 I note also that if you get glassed-in at either edge of the screen, the glass doesn't actually appear, but you still can free yourself in the same way. Rik June 13th, 2010 at 09:17 @Kulti Kulti June 13th, 2010 at 09:47 @Rik David Harmon June 13th, 2010 at 13:43 "Almost unstoppable", my foot! (1) The lightning sword isn't all *that* powerful -- looks like twice or three times the damage of the regular sword. (2) It's just a regular sword (ISTM) without charges, and I haven't seen a single charge between Evil Edgar and the Study door. (Is that the end of what's done for 0.60?) Rik June 14th, 2010 at 08:14 OK, I'll have a look at the Lightning Sword charges not being dropped. The Study door is the end of 0.60. David Harmon June 14th, 2010 at 21:40 Two more stray gameplay bugs: (1) In the Mines, the minecart needs a reset switch. If you're pulling it onto the lift, it can get stuck on the floor beneath the lift. (2) In the Fortress basement, there's a door behind a timed switch and a stair of falling blocks. This door leads to a lift, which has no recall switch. That means that if you try going there a second time, you're stuck, because the lift is still up from the first time you went through.... David Harmon June 14th, 2010 at 22:04 And an almost-bug: When Evil Edgar pushes you against the right wall, there's a "this door is locked" message which suggests that the "arena" edge is not properly set. David Harmon June 15th, 2010 at 00:07 A minor one: While repeatedly killing the Red Centurion, I got a "ghost" of him that didn't seem tangible, but stood there for a few more kills. I'm still working on the Amulet... I did realize that a previously impassible area might not be anymore.... David Harmon June 15th, 2010 at 00:47 No joy at the spider tunnel, the prize is a loud green circle. :-~ BTW, I restarted from the Catacombs to kill Evil Edgar again (for the medals; doing it with a debug version forfeited those), this time I didn't segfault, and I've been getting lightning charges normally afterwards. David Harmon June 15th, 2010 at 01:21 And... Bingo! I had thought that wall looked ripe for a bomb, but I hadn't had one when I dropped in the first time.... David Harmon June 15th, 2010 at 01:59 But no medal... :-( 4th try so far... David Harmon June 16th, 2010 at 00:33 I just found another fish out of water, just short of the lift down to the Yellow Book battle. It only appeared after I'd passed the water, done round 1 with the book, and gone back to save. David Harmon June 16th, 2010 at 00:36 And after restoring, this fish was swimming along the ceiling like the other. And yes, I'm running 0.60. Adam June 18th, 2010 at 04:14 Hi, this is Adam Dean. I just started playing again and I am stuck at the big black-book Library Boss. I can\'t seem to beat him. I get him down to no health, but then can\'t actually kill him. Once he plants the anchor there doesn\'t seem to be anything I can do. Any hints? phap June 18th, 2010 at 08:10 Rik, are you close to the next release I just can\'t wait! David Harmon June 19th, 2010 at 23:32 Phap, give him a chance! It's been less than two weeks, he's got a bunch of bug reports, and I don't think this is his day job.... ;-) jormar June 21st, 2010 at 07:54 Hi Rik, where is the files 0.61 for d/l ? only 0.60 are available (links) David Harmon June 21st, 2010 at 16:51 Yay, bug-fix release! Thanks, Rik! Now, awaiting resumption of the story (once I get those last couple of medals)... David Harmon June 22nd, 2010 at 01:04 I hate to say it, but the Golem is hanging again. I've got a savefile that hangs on his initial assembly 8 or 9 times out of 10 (also when continuing), and also occasionally (1 in 3 or 4) hangs on him reassembling in the fight. Playing 0.61. jormar June 22nd, 2010 at 12:22 The bug with the golem I can reproduce it each time. as soon as he starts to assemble, you just have to start to use the pickaxe ( does not matter where you are inside the room), the golem gets stuck and does not assemble himself. AviG June 22nd, 2010 at 22:04 Hello. I am running v6.1. I'm having a problem in the Library where for no discernible reason, the screen starts shaking and I am stuck. I can not continue from there. Rik June 22nd, 2010 at 22:25 @AviG AviG June 23rd, 2010 at 02:58 @Rik Rik June 23rd, 2010 at 07:59 @AviG Mental Mouse June 23rd, 2010 at 16:36 AviG: All the Big Books (except Gray) are killable -- in most cases, you need to do a lot of jump-and-swipe on them, while dodging their various attacks. In all case, you have a save point handy for preserving each stage win, while you go collect some hearts. For Red, Blue, and Yellow, it's mostly timing and being careful where you stand/dodge. Green is tougher, but still doable -- focus on attacking the big book, fend off the spawn-books but don't get too distracted by them. And save the spike balls for Green I & III. In the latter, especially, you may need to kill off some leftover books that are too high to attack. Mental Mouse June 23rd, 2010 at 16:42 So... aside from two "counter" medals, the only medals I'm now missing are those three mystery medals that *nobody* seems to have. Are those actually implemented in 0.61, or are they stuff that's yet to be written? Adam June 23rd, 2010 at 22:30 Ok, just a couple of questions... I believe I've completed all the gameplay for this release, but I'm curious, what was the boss in the armoury like? I can't seem to remember it, and I just want to make sure I didn't miss it... And currently, is there any way to unlock the door that is to the left of the lift that leads to the armoury? Adam June 23rd, 2010 at 22:39 Nevermind, I just remembered what the boss was... phap June 23rd, 2010 at 22:54 *Menttal Mouse Mental Mouse June 23rd, 2010 at 23:22 Phap: Meaning you just got them! OK, I need to get into the habit of "Continuing" rather than reloading, but... Phoenix? Where? At least, has it been inserted in an "old" level, or is it in one of the new sections? phap June 23rd, 2010 at 23:54 Mental Mouse: I didn't get the continuing..... and I'm too lazy for now to get it, as for the phenix, I think it's somewhere in the old mine (I know, I've 'cheated' and looked what was in the last patch) phap June 23rd, 2010 at 23:55 I mean the fortress mine sorry Adam June 24th, 2010 at 00:17 that is another question I have... I cannot get the medals to work on my computer. I'm connected to the internet just fine, but it says "Could not find medal key, you will not be able to earn medals this game". Adam June 24th, 2010 at 00:22 Nevermind about the medals, I just realized you have to sign up for them! AviG June 24th, 2010 at 00:33 Thank you Mental Mouse. I'll give it a try. Mental Mouse June 24th, 2010 at 01:08 Adam: If you're just talking about the health potion, yeah. If it leads to the Phoenix, I'm all ears! Adam June 24th, 2010 at 06:08 As a matter of fact, I was... Have you checked the hard way out? *hint hint* Adam June 24th, 2010 at 06:54 *was NOT talking about the health potion.... Adam June 24th, 2010 at 07:03 Yes, the Golem still gets stuck reassembling; you can make him reassemble but this makes it very hard to earn the "Defeated Golem using just the grabbers" medal... draconishinobi June 24th, 2010 at 12:19 I notice a bug in the forbidden swamp, see this save file for the problem. That purple jumping thing gets stuck in a strange place, sometimes the red rolly pollies too. Rik June 24th, 2010 at 13:33 @draconishinobi Mental Mouse June 24th, 2010 at 14:53 Adam: Thanks! Found it, but I might get the "20 Continues" medal before the "Defeat the Phoenix" one... ;-) Mental Mouse June 24th, 2010 at 15:19 Hmm... The Amulet doesn't seem to work against lava deaths. Adam June 24th, 2010 at 23:49 Mental Mouse: No problem! It took me quite a few tries myself.... Adam June 25th, 2010 at 05:46 Oh, there's a slight graphics problem when you're fighting the Giant Wasp (or Queen Fly as it's technically called)... When she shoots her green sticky stuff, if it hits you, it stays one the platform in the same shape it takes over your body, and then it won't go away. Not a big deal, and it really doesn't affect gameplay, but I thought it was worth mentioning. Rik June 25th, 2010 at 10:40 @Mental Mouse phap June 26th, 2010 at 08:16 Can someone explain me how you get the continued 20 times?? Rik June 26th, 2010 at 09:12 In the main menu is an option labelled on Continue. You can use this to restart a boss fight without having to go from a save point. phap June 26th, 2010 at 13:54 Thanks Rik, I just got it! Would I seen this option before, it'd save me a llooootttt of time! Mental Mouse June 27th, 2010 at 20:30 I didn't pick up on "Continue" until just lately (while picking up the new Golem medal), and it would have been real nice when I was picking up Mataeus and Evil Edgar's medals too! And yeah, I got the 20 long before I managed to survive the Phoenix long enough to kill it. Mental Mouse June 27th, 2010 at 20:35 And speaking of which, I just noticed I didn't get the effing medal for the Phoenix! (Been AFK for a few days -- and I could have sworn I *did* get it back then.) Arggh! phap June 27th, 2010 at 21:29 I think the last medal es not avaiable for now... AviG June 29th, 2010 at 02:08 I defeated all 4 color bosses in the library, but there is nowhere to go. I didn't find the 3rd and 4th floor key cards and I'm not sure where to look. I have instruction card #2 which is blank and instruction card #4. AviG June 29th, 2010 at 02:09 Also, right before you get into the library there is a room with spiders hanging on webs with no way to kill them. The only way I killed one was with a bomb, but then I was out of a bomb and still had a few other spiders to kill. Any ideas? Mental Mouse June 29th, 2010 at 03:56 Avig: The keycards come from progressively harder "Ghostly Librarians", it shouldn't be too hard to find them. (You may need to loop around to the lower floors.) See what keys (or other door-openers) you've got, and go looking around for doors to use them on. Among those you will find an "Instruction Room" where you can program and use the blank card. AviG June 30th, 2010 at 17:16 Thank you Mental Mouse for your help. I got through it. I'm now battling the grey boss, which is very tough. lidnariq June 30th, 2010 at 23:49 I seem to reliably get a segv when trying to start the game, both on debian sid (not too surprising) from your deb and compiled from source but also on windows xp-32 (much more so). It happens right after the warning about "no medal key" and using gdb (on linux, at least) it shows a segfault in libz or libpng, when unpacking something on map01. help? Rik July 1st, 2010 at 08:01 @lidnariq lidnariq July 1st, 2010 at 15:47 fresh install, 32 bit. backtrace: Adam July 2nd, 2010 at 04:56 Btw, there's still a bug when you first meet Evil Edgar... I'm assuming the game isn't supposed to crash, but mine does sometimes. I'm not sure what the problem is... Rik July 2nd, 2010 at 07:53 I haven't managed to reproduce this yet, but if you have a save file where it happens, can you upload it somewhere so I can have a look? Adam July 2nd, 2010 at 21:24 Hehe, sadly, I just accidentally saved over several saves, so at the moment, I don't. However, I already have another game in which I'm in the basement, so it won't take me that long to get to Evil Edgar again, so, if it still does it, I'll send you the save. Adam July 7th, 2010 at 04:41 Weird bug in the Library with the up and down brown spring thing that you get out of the storage closet. When you push it to the elevator, you can't push it all the way across, you have to jump over, drag it halfway across the elevator, then you can't drag it anymore, so you have to jump over it and push it the rest of the way. noname July 10th, 2010 at 21:20 Found some interesting bug. In the Fortress (where everything is yellow) there are golems. When they hit floor and you stand on them, Edgar sit down and can't move for some time. Once I have seen 3 golems. They hit the floor one after another so I can't move at all. So they reached Edgar and he died. But for some reason he stand up and now nobody hit him but he can hit everyone. So now I have save with god mode. noname July 10th, 2010 at 21:20 s/stand on them/stand on it/ Mental Mouse July 11th, 2010 at 02:16 noname: Did you check to see if you still have god mode when you *load* the save file? Also, were you able to pick up hearts, arrows, and suchlike? I had a bug in the Armory (you'll get there) where the answers were no and no. ("Golems" (Gray Centurions) weren't involved. (You've probably discovered that you can avoid being stunned by jumping. That won't help you much against three of them, though.) joghi July 11th, 2010 at 07:15 For me too sometimes the first meeting with evil edgar ends in a segfault (when he reaches the right margin). Under http://www.file-upload.net/download-2662594/save2.html I placed a save-file for which this happened the last four times I played from it. Though it's quite a long way from the armoury to the laboratory ... Rik July 11th, 2010 at 10:24 @joghi Adam July 12th, 2010 at 06:04 There's a bug in the Fortress Mine... Every place where you drop a rock on to a platform, they've now dropped below the platform and there's no way to unstick them... noname July 12th, 2010 at 06:27 @Mental Mouse Mental Mouse July 13th, 2010 at 16:35 noname: OK, apparently not quite the same as mine then. noname July 17th, 2010 at 06:20 Edgar don't want to read book about enchanting armour. Before I have read a message near the fireballs where edgar said that he need better shield. Is it a bug? Rik July 17th, 2010 at 08:16 @noname pechenie July 18th, 2010 at 13:24 0.62 x86_64 Ubuntu 10.04 Rik July 18th, 2010 at 15:33 Was the old save file from a 32 bit machine? If so then I'm afraid they're not compatible. pechenie July 18th, 2010 at 17:46 damn.. There were no 64bit compiled version, so I used 32 bit. chad July 21st, 2010 at 23:23 After defeating evil edgar I went back into the catacombs to see if I'd missed anything. I saw a thin wall that I thought I might be able to blast through so I went to the fortress basement to get a bomb. When I came back to the fortress ground floor it said something like "so, this is the fortress" like it was the first time I had been there and the door to the area where the catacomb entrance is had closed again. Is there a way to get this door open again now that evil edgar is gone? AviG July 22nd, 2010 at 01:09 Hello. I have two questions: 1. Where do you find the purple gem for the generator in the fortress basement? I started the game a second time to see if I missed something, and I still can't find it. Mental Mouse July 22nd, 2010 at 01:55 AviG: The fourth gem is not in the basement -- it's actually the "grand prize" for the Laboratory, a couple of levels away. Finishing the lab may help you with the Library too, depending how far you've gotten so far there. (In fact, I'm wondering how you got to Mateus without the ice spray!) Rik July 22nd, 2010 at 07:58 @chad Rik July 22nd, 2010 at 08:00 @AviG chad July 23rd, 2010 at 05:16 Yes, it seems that everything in the fortress has been reset. The laboratory is blocked by a force field again and I need the lift key to get to the library again. z_man3007 July 24th, 2010 at 13:53 I am trying to port this game in dingoo a320 handheld gaming device. Dingoo has 320x240 screen and the game is 640x480. I have changed the defs.h file 640x480 to 320x240. I have scaled all the images to 320x240 but in the defs.h file when I change the TILE_SIZE 32 from this to TILE_SIZE 16, I get segfault. Is there anything I need to change to make this game playable on dingoo? Thanks Rik July 25th, 2010 at 08:08 Changing the game to 320x240 will be quite an undertaking since all the objects in the game are positioned based upon the TILE_SIZE being 32. The game isn't completely finished yet, so it might be worth waiting until it is before attempting a port. Rik July 25th, 2010 at 08:12 @Chad Kulti July 25th, 2010 at 20:29 "Failed to find PAK file" when I try to turn sound on during game(I was on Fortress Ground Floor near big red walking arm). phap July 26th, 2010 at 13:05 Thanks Rik for continuing the game! joghi July 26th, 2010 at 18:08 Hello, Mental Mouse July 26th, 2010 at 20:30 I got hit with another segfault in the Dungeon: Fighting the splitters (originally one :-) ) that are left of the "entry" and bottom of their shaft, I got a fault with "Animation DIE not set for enemy/splitter_medium" Mental Mouse July 26th, 2010 at 21:34 Oh and a possible issue... apparently I need 9 puzzle pieces, but looking at my inventory, I don't have that many free slots... Rik July 26th, 2010 at 23:15 Thanks for the bug reports. The puzzle pieces are stacked up in your inventory so they only take up 1 slot. Kulti July 28th, 2010 at 22:00 "Animatin DIE not set for enemy/splitter_medium" Mental Mouse July 28th, 2010 at 23:56 First impressions of the Dungeon: Rik July 29th, 2010 at 08:06 I was a bit concerned that it might be too hard for some people. I don't find it much of a problem but I'll remove some of the enemy spawn points for the next release. Mental Mouse July 29th, 2010 at 14:27 Well, just remember that after getting beaten up by those traps, Edgar needs to recover his health. (That's one thing the Splitters are good for -- *if* you can get at them without getting sandwiched by pendulums!) But yeah, there were a couple of places where having the enemies respawn on the way *back* through those traps was just excessive. Mental Mouse July 29th, 2010 at 16:16 PSS:, the splitters are prone to falling down shafts, often getting stuck on (blocking) ladder rungs. phap July 29th, 2010 at 18:22 Well I did't find the phenix that hard to beat and so far I never used any health potion nor the amulet.Sure I could't pass the pendulums with monsters in the middle without loosing 2 or 3 hearts but you can easyly have them back beating few monsters afterward... AviG July 30th, 2010 at 02:01 Hello. Ok. I got all 4 crystals and I got to the teleporter and defeated the dog. Then I got to the Fortress Mine. I am stuck at a point where this giant coal chases me and I have to outrun it. I got stuck by the spiders since no weapon that I have will defeat it. I appreciate all your past assistance. Rik July 30th, 2010 at 08:09 The spiders can be defeated with your sword. You'll need to switch between the sword and the pickaxe. If you're really stuck, you can watch a video here Mental Mouse July 31st, 2010 at 17:49 phap: Um, are we playing the same game? Even after figuring out that I often had to jump backwards to clear a pendulum's backswing, dealing with pendulums and monsters simultaneously has consistently cost me way more than "2 or 3 hearts"! Let alone dodging (or not) a pendulum while trying to make an ice path.... phap July 31st, 2010 at 19:00 Mental Mouse: be sure you don't miss anything near the end of the level... Gimli August 1st, 2010 at 13:01 Hi, I've just installed using the .deb on Ubuntu 10.04 and when i try to run edgar i get a segfault: Mental Mouse August 1st, 2010 at 14:31 Like remembering to bring an extra bomb? Mental Mouse August 1st, 2010 at 15:04 OK, second time I've gotten this bug. I get to the jigsaw puzzle with all 9 pieces, but when I activate the jigsaw puzzle, it consumes the pieces, but the box stays black, even though I get the red selection cursor. Rik August 1st, 2010 at 18:19 @gimli Mental Mouse August 1st, 2010 at 18:21 Phap: thanks for the hint, I found it. ebik August 1st, 2010 at 23:15 The dungeon is too hard to enjoy the playing. Moreover there are some bugs and oddities, that make it heavier: Rik August 2nd, 2010 at 07:54 @ebik ebik August 2nd, 2010 at 21:48 @Rik AviG August 3rd, 2010 at 02:37 Thanks Rik for the advice and video on the mine. I got out of there. ebik August 3rd, 2010 at 12:40 Hmm, I forgot to write that the moving of the platform was started by an arrow. I thing that by Save/Load I managed it stopped moving in the middle (trapping me above the lava). I had to enter and leave crypt to reset this behaviour. ebik August 3rd, 2010 at 12:47 Hmm, now I remember also the Lion ant sometimes being stucked at one end, refusing to eat the bug (but eating Edgar immediately). I thing that it wants to eat Edgar, even if he is one half of screen away from point reachable by the Lion ant. Is it purpose or error? Kulti August 3rd, 2010 at 20:11 Hi, Rik. When I leave catacombs, the Evil Edgar trapped me again! I uploaded save-file to http://rapidshare.com/files/410843687/save4 Rik August 3rd, 2010 at 21:33 @Kulti Kulti August 3rd, 2010 at 21:58 0.65 from start(Jacob mission) to catacombs and this bug. No any updates Rik August 4th, 2010 at 07:54 @Kulti Kulti August 4th, 2010 at 09:19 Yes, I have some other save files. I sent it all to webmaster@parallelrealities.co.uk. Kulti August 4th, 2010 at 20:52 So... I kill Matheus and Library door in Fortres Ground Floor is closed! It's not funny... Mental Mouse August 4th, 2010 at 21:09 Kuiti: Hmm. Once you've killed Mataeus, IIRC there's not much else to do in the Library anyway. However, someone else had a problem with the Ground Floor resetting. Did the Laboratory also close up? Rik August 5th, 2010 at 08:04 @Kulti ebik August 7th, 2010 at 12:39 Rik: try valgrind or something like that. I have undeterministic weirdness (looks like memory corruption) in 0.65 (32bit debian testing), typically after load: Once egar was wielding a summoner and another creature instead of sword and shield, another time he refuses to move. Restarting whole game helps. ebik August 7th, 2010 at 15:18 Very nice bug (v0.65): While having at least 2 spikeballs, throw one into water or lava and wait. At least two new spikeballs will show at your legs. This way you can have 20 spikeballs most of the time without hunting more Armadillos. Rik August 7th, 2010 at 15:45 Thanks for the bug report. Can you let me know if you can reproduce the game loading bugs in the current version, which is now 0.66. AviG August 9th, 2010 at 23:15 Hi Rik, I can't seem to get past Mateus. I get down to 2 hearts (and change), but I can never get past the stage where he anchors himself to the ground and tries to suck Edgar into a black hole. There is also another stage after that where he throws knives from both sides. Do you have any tips on how to get past this, or maybe a video as well? Thanks for all your past help. Mental Mouse August 10th, 2010 at 01:36 In 0.66, something is badly wrong in the Laboratory... When trying to set the scattered puzzle dice, the target die keeps *changing* before I finish all of them! Nothing else (that I can see) is resetting. Mental Mouse August 10th, 2010 at 01:39 AviG: I'm not Rik, but: You need to break his chain so he gets pulled into his own vortex. (Timing is important....) Rik August 10th, 2010 at 08:11 Thanks for the bug report. ebik August 10th, 2010 at 18:10 Another bug report also replying to @Mental Mouse. ebik August 10th, 2010 at 18:16 Will there be option (e.g. command line) to not use joystick on linux? I have IBM thinkpad with accelerometer. Enabling accelerometer daemon to protect the hard drive exposes a joystick device here on debian. This device responds to the state of the accelerometer. When I put my notebook on my kneels, then this device emulates joystick beeing pulled down. It is rather annoying to unload the kernel module when I want to play. Rik August 10th, 2010 at 19:54 The movies are recorded from the debug version which gives you a large amount of health. All the bosses are defeatable with the health you have at the time. Huulivoide August 10th, 2010 at 21:53 you forgot -lm from non NT libs in the makefile, wont link whitout it. :D ebik August 12th, 2010 at 17:56 @Rik: I agree (with the exception of the phoenix - but I didn't tried hard enough to not use the amulet). Most of the bosses are not hard when you don't forget to carry a bomb. :-) Mental Mouse August 15th, 2010 at 14:15 Oy gevalt, the flying fish are back! Second pool in the Library -- I'd restored from the save point in front of the Yellow Book, then gone back to recharge, when I got back, there was a fish swimming along the ceiling. Mental Mouse August 15th, 2010 at 14:27 On my trip back out, the flying fish was stuck on the top rung of the ladder there, not quite blocking it. Going back in, it was still there... and a little further in, about to save again, the game segfaulted. Come on dude, you need to fix that object model! Mental Mouse August 15th, 2010 at 14:29 And... after reloading, the fish is still at the ladder... but now *moving*, and rather nastily blocking the ladder. At least make those suckers killable! Mental Mouse August 15th, 2010 at 14:41 And... while trying to restart with a recovered backup savefile, a whirlwind tossed me near the statue pillars.... and my shield disappeared entirely! Mental Mouse August 15th, 2010 at 18:37 Bah... still going through the Library, I'm crashing on saves a *lot*! Rik August 15th, 2010 at 19:02 When you say crashing, do you mean segfaulting or displaying an error message? Can you run the game through gdb and post the backtrace? Mental Mouse August 15th, 2010 at 20:06 Segfaulting. The problem is, it's not consistent -- when I restart from the last save and repeat, it usually doesn't crash again in the same place. Mental Mouse August 16th, 2010 at 02:54 Hmm... Caught a segfault in the production version, stack trace is; phap August 16th, 2010 at 13:10 The sewer dweller was a good boss again! Mental Mouse August 16th, 2010 at 18:16 Still haven't re-found the "Sewer Restricted Zone", but I did turn up a bug: There's a very early dropping-block path (maybe the first in the Sewer), leading to a "block switch" for a later door, where the blocks now fall and *don't* come back up. Given the height of the pool edges, that makes it a one-way path to a dead end -- even with ice spray! joghi August 16th, 2010 at 18:34 Found a curious bug. Whenever I save a game with bow as readied weapon, after loading that game I only carry the fireshield. I find the sewer dweller quite nasty since I haven't found a way around his slime attacks yet. But I keep on trying... joghi August 16th, 2010 at 20:20 OK. Part 2 of the curious bug. After defeating the sewer dweller, i got caught in phap August 16th, 2010 at 20:39 I also didn't find a way for the slim attack... I jumped on the water! joghi August 16th, 2010 at 20:56 Hm, it seems if I save a game with bow as active weapon and immediately load that save file without exiting the game, I have the shield readied. When I exit the game first, then start it again and load the save file, the bow is readied as it should be. Mental Mouse August 16th, 2010 at 22:05 Hmm. While fighting the sewer dweller, I not only found that sometimes blocking didn't work, as phap noted, but sometimes switching back from bow to sword/shield *didn't work* -- I had explicitly selected sword, but I was still visibly wielding the bow. And while the spit attack can be blocked, the "tall tentacles" are apparently unblockable, and undodgable (if I jump, I just get hit on their "backswing"). I haven't figured out how to counter those yet. Mental Mouse August 17th, 2010 at 00:07 Another clew to the above, over in the Armory I've had my sword mysteriously unwielded when I selected something else, such as the potion of invisibility. Speaking of which, the first monster-summoning "flying eye" still occasionally leaves monsters stuck up on the left wall of its chamber -- Whirlwinds seem particularly subject to this. Mental Mouse August 17th, 2010 at 02:15 YAbug: Fighting the Foursome, I got stuck off the right side of the screen. Rik August 17th, 2010 at 08:23 @joghi joghi August 17th, 2010 at 08:43 The situation was quite a bit complicated. After placing the crates on the pressure plate as well as activating the lift, the first try fighting the sewer dweller was a disaster. I then continued from another savefile so as to have some more health to start with. When I reached the lift, it was active and the two doors to the dwellers lair were open (whithout the crates standing on the pressure plates). I was wondering, but i did fight the dweller, used one or two continues and after finally defeating it, the lift was no longer active. It seems a kind of "reset" happened before the fight. phap August 17th, 2010 at 09:24 Rik, I have a very vague project of maybe maybe trying to make a game based on your code... I have very few experience but doing this will certainly help. I looked your code source a bit and wondered how you edit the maps, do you have an editor? Rik August 17th, 2010 at 11:41 If you're looking to make a game then I suggest looking at the tutorials we have on the site Mental Mouse August 17th, 2010 at 15:57 Problem with the Borer -- it's *frequently* not picking up bombs... in fact, in a half-dozen rounds, I don't think it's picked up one bomb from floor level. AviG August 17th, 2010 at 16:45 After retrieving the second shield from the armory, I am faced with a foursome. How do you attack them and defeat them? Mental Mouse August 17th, 2010 at 19:48 YAbug: In sewers, coming back from the exit, I fell into the water (former slime) from the last lift over the first (last) long slimepit. when the screen came back, Edgar was not visible -- after a moment, it blanked and came back again, short one more heart, but then it stopped doing that. No action possible, no avatar, but lifts still moving. Mental Mouse August 17th, 2010 at 20:19 Hmm. I just got a variation on the bug from "phap August 16th, 2010 at 13:10" -- After defeating the sewer dweller, I fell in the water (former slime) -- not at the lift, but further out, at the double-drip guarding the entrance to the Restricted Zone (after being dripped on, in fact). I came back as usual, but then the game wouldn't scroll (horizontally) to let me out of that area. When I reloaded from the Restricted Zone savepoint, I was able to leave without falling in, and no trouble. I reloaded again and tried to reproduce the bug, without success. phap August 17th, 2010 at 21:19 Rik AviG August 18th, 2010 at 17:45 Is there a cheat code so that you can have an easier time playing the game? Mental Mouse August 18th, 2010 at 20:50 AviG: You might get more hearts by starting in "debug mode", but the "usual"cheat" for this game is save-point abuse. That is, if you get hammered too hard on an encounter, reload from the last savepoint and keep trying until you get through OK. Likewise when you need to restore your hearts (or arrows or even sword charges): Save someplace convenient, and go hunting... but if you find yourself down a couple of hearts instead, reload and try again. (And take full advantage of respawns....) Mental Mouse August 19th, 2010 at 02:48 OK, I've finished the current version, but the Statistics page says I only found 15 of 17 secrets. I've got 5 health potions and 16 hearts... Does that indicate I'm missing anything, or are there 2 secrets that aren't available yet? phap August 19th, 2010 at 07:29 Mental Mouse: phap August 19th, 2010 at 09:02 And yes, if you want to go far, save points, save points, save points! Mental Mouse August 19th, 2010 at 13:54 OK, let's see... I started the Basement with 10 hearts and 2 health potions..., I had 11 hearts and 3 potions after the Blob, 12 and 4 after the Watchdog, 13 and 5 after the Foursome and going back to make the smoothie. Does that indicate where I missed? Mental Mouse August 19th, 2010 at 15:26 PS: I saved the Phoenix until after I had the Fire Shield, not that it helped much! Whacking it with 50 charges worth of lightning sword *did* help -- it let me get past without amulet or using a potion. Depending how far back I need to go, I might just wait for the next version. phap August 19th, 2010 at 18:19 Do you remember where you got each one of the health potions? Mental Mouse August 19th, 2010 at 19:02 IIRC: Jacob, Laboratory, Library, ???, and Dungeon joghi August 19th, 2010 at 19:59 There is another health potion near the end of the sewers and as far as i remember one was in the castle mine. Mental Mouse August 19th, 2010 at 21:36 OK, that accounts for my pre-basement one... And I remember the Fortress Mine one, but now my notes don't match up -- I could have sworn I'd gotten through without using any, and the secrets still don't add up. As far as the bighearts, so far my notes (with uncertain ones) include: Jacob, Golem, King Grub, Queen Wasp, Swamp Guardian (?), Blob, Watchdog?, Phoenix, Borer, Foursome (?), Sewer Dweller. That does cover the 11 I've racked up. phap August 19th, 2010 at 22:48 Now I'm too drunk but tomorrow I'll try to make a list of all secrets... Mental Mouse August 20th, 2010 at 02:22 Good, I'm still missing one health potion. Entering the Sewer, I've got 6 secrets and 2 health potions. Mental Mouse August 20th, 2010 at 03:29 Fatal bug in the Sewer confirmed -- at the first slime pit, leading to a box switch, the falling-block path does not recover, making that a one-way path to a dead end. (Version 0.67, precompiled Linux release) joghi August 20th, 2010 at 06:35 Concerning the "missing" helath potion. I think there was one in the swamp too. phap August 20th, 2010 at 08:41 For the 7 Health potions: Mental Mouse August 20th, 2010 at 11:58 Hmm, that Armoury one is in with the Lightning Sword, right? I'm still confused how I managed to mislay a couple, but I'll sort it out eventually. Today, though, I'll be out in the Big Blue Room, hiking. Mental Mouse August 20th, 2010 at 20:41 Back from the hike... incidentally, that's 8 potions with the one from the Village. Mental Mouse August 20th, 2010 at 22:05 What with the Sewer bug, it looks like I'll *have* to wait for the next version to retry my "perfect run". phap August 21st, 2010 at 08:40 Argg you're right! Why do I have on ly 7 then? Rik August 21st, 2010 at 09:04 The sewer map bug should be fixed now, download the latest release again, you'll see it's marked as 0.67-2. Mental Mouse August 21st, 2010 at 12:23 Yup, fixed. Thanks, Rik! Mental Mouse August 21st, 2010 at 13:59 Heh, found the Sewer potion! That's definitely one of the ones I missed before. Not at all obvious.... Mental Mouse August 21st, 2010 at 19:50 Arrghh! Rik, did you change the Blob? The final stage seems MUCH tougher -- in particular, clearing the mini-reds barely makes a dent in the last heart! Mental Mouse August 22nd, 2010 at 01:56 Odd bug... took me a while to be sure of it. When loading a game, sometimes Edgar comes out "stuck", with his sword and shield pointing in different directions. (Even when the game was saved with the pickaxe selected!) He can't turn back and forth, and at first can't move either. Jumping around a bit seems to unstick him, but the sword is still selected. Mental Mouse August 22nd, 2010 at 19:54 Phap: Are you sure the Armory has a health potion? It wasn't where I thought, and I can't seem to find one there. phap August 23rd, 2010 at 08:51 Well it's written in the source code, I'm almost sure that it was with the sword. Mental Mouse August 23rd, 2010 at 14:54 phap: That's what I thought too, but I just went back and looked, and no dice, at least there. The sword itself was a "secret", which may have confused us. I'll poke around the level a bit more. Rik August 23rd, 2010 at 19:14 @Mental Mouse Mental Mouse August 23rd, 2010 at 20:25 No. I don't play debug mode unless I'm specifically looking for a stacktrace, or at least bug info. Mental Mouse August 25th, 2010 at 15:44 Trying to list the secrets: phap August 27th, 2010 at 10:57 Last version 0.67.2 stats says there's only 17 secrets... phap August 27th, 2010 at 13:35 There's a potion in the sewer too, so that's make 17. Mental Mouse August 27th, 2010 at 15:48 Oh, right. Well then, there's just the mystery 18th secret to worry about... ebik August 29th, 2010 at 20:37 I tried to throw ice cubes on the new boss (v 0.67, Sewer dweller?) after "cleaning his water" with the pill. In some states the cubes fall through and expand in the water pushing the boss up or down. The boss seems to be stuck in that position then. ebik August 31st, 2010 at 00:57 @mental mouse: Mental Mouse August 31st, 2010 at 12:34 Odd... I added Swamp Guardian after getting the "secret" message in the game! ebik August 31st, 2010 at 14:23 Hmm, I get no "secret" message there (now 0.67), you have to pass the Swamp Guardian anyway, thus it can be hardly any "secret". phap September 1st, 2010 at 11:04 looks like ebik is right, there's no secret for the boos swamp but one for mateus, so anyway the count is the same, we got our 17 secrets |
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