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THE HONOUR OF THE KNIGHTS
The new Creative Commons Licensed
novel from Stephen J Sweeney

Visit the official website,
www.battleforthesolarsystem.com
to start reading online!

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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!
Big thanks for a new game, I'm sure it's great!

 
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:
Loaded up PAK file with 1089 entries
Failed to find gfx/hud/item_box.png in PAK file
0 frames in 5 milliseconds (0.00 fps)
Exiting
I've tried editing the source code and using a .pak from the rpm, both fail to solve the problem. From looking through the source I suspect there are issues with the sizes of different variables, and the calculations involved on 64-bit versus 32-bit ... but I'm no expert.

 
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.

They will be another release shortly to fix this problem.

 
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.

Some general points... the walking speed can be a bit annoyingly low given how sparse the world is, and the physics of jumping seem to behave a bit strangely around ramps. Getting the physics/controls right can really help make things more fun to play, I think. (Try the Knytt series for a game that absolutely has the controls right, to the point that it's just fun running, jumping and climbing things :)

There needs to be a better sense of progress on the collection missions... a little counter/progress bar which let you know how much farther you had to go would help. I found the chicken-collecting mission a bit dull, particularly because it seemed to drag on with not so much sense of progress, and it's hard to know how many chickens are left. (The fact that there isn't much scenery yet also hurts here, but it's only to be expected at this early stage of things.)

But given that it's the first release, this is really good! I hope to see more. :)

 
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.
Anyhow, the game picks up pace in later levels. I like the slow start (and the original chicken task), but concur about the slow walking speed and the progress bar; I had no idea how many logs i had, but later I ran the game from a console prompt and the debug output actually tells you the numbers :-)

 
Padster
June 19th, 2009 at 22:45

this is so awesome.
does the reprogramming the controls work?

i tried putting my own attack, block, interact, and use keys in and they wouldn't work. the ones i left unchanged, like the arrows worked, so i put the others back, and they work now. but it world work better with custom controls.

i'm using kubuntu 8.04

 
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.

After I built, I got: Failed to find gfx/hud/item_box.png in PAK file

This is on Ubuntu 9.04, amd64

 
Rik
June 21st, 2009 at 22:32

That's why -Werror is in the makefile! What line was the warning on?

Also, can you try the following. Type

make buildpak

and then type

./pak -test edgar.pak

This will list all the files in the pak and test each one. Let me know what the output is.

 
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?

Then I tried to install to a non-standard directory (e.g. 'make DESTDIR=blah', 'make DESTDIR=blah install') which seemed to work. Upon starting the game, however, it died giving the same .pak error as Ryan got above although the right .pak file was opened accordint to strace, and the item_box.png string was present in the binary .pak file. (Also ubuntu jaunty) Sorry, removed the sources immediately afterwards due to frustration so no ./pak testing.

...especially as downloading is a burden: could I wget the sources directly instead of having to download it via a browser (cookie checking or referrer? didn't check)? I don't necessarily play where I browse.

 
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.
$ ./pak -test edgar.pak | grep -v OK | grep -v "offset 0"
Loaded up PAK file with 1155 entries
all other lines:
'' at offset 0 : 0 -> 0
Testing ...OK
It seems good to me.

 
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

./pak -test edgar.pak

 
Can
June 23rd, 2009 at 20:55

Ok. only
./pak -test edgar.pak

http://www.pastebin.ca/1471580
or
http://www.pastebin.ca/raw/1471580

 
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.

'data/props/enemy/flying_bug.props' at offset 0 : 121 -> 143

Can you try the code I've stuck up on pastebin

http://pastebin.com/m7819aba4

Replace the contents of src/pak_creator.c with this, and from this file,

http://pastebin.com/m792e5188

replace the FileData struct in src/structs.h with this above file. Then do

make buildpak

and then

./pak -test edgar.pak

All I've essentially done is to replace "unsigned long" with "uLongf".

 
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).

all lines:
'' at offset 0 : 0 -> 0

First `make buildpak` command gave me a segmentation fault. After several `make clean`s it completed succesfully, however as I said, output was same.

Then I ran a `make` and it complained about src/pak_creator.c:322. I have changed %d with %ul. Running the game resulted with same error message as expected.
( Failed to find gfx/hud/item_box.png in PAK file )

Also I answered a bit late. I want to fix but my C knowledge is limited as well as my knowledge about your code and my time. Don't get me wrong I'm glad, if I could help, but I think this way of fixing things not going well and it seems won't be.( you can't try your fixes etc.)
Nowadays almost everbody have an 64bit processor, are you sure you can't find one(I mean which is running an 64bit OS) to test your code on it.

 
David Bolt
June 25th, 2009 at 03:30

I have a fix for ./pak -test edgar.pak returning the lines:
'' at offset 0 : 0 -> 0

The problem appears to be caused by a mismatch of variable types. In pak_create.c, inside main(), the length and i are defined as type int. However, when writing the length and offset to the end of the pak file, it's written out using:

fwrite(&length, sizeof(long), 1, pak);

For a 32bit system, or those I have available, this doesn't matter as sizeof(int)==sizeof(long). For the 64bit systems I have available, sizeof(int)==4 and sizeof(long)==8, which means the above fwrite() writes a random extra 4 bytes to the file, which then mucks things up.

Changing the:

int i, length;

to:

int i;
long length;

inside main() and rebuilding the pak files results in ./pak -test edgar.pak returning the correct filename, offset and sizes.

A patch for this change is here:

http://pastebin.com/m54055722

For other build errors on my 64bit systems, I cast the types to (int) in the error messages, as detailed in the following patch, and that change stopped the build errors:

http://pastebin.com/m50a65f9a

Unfortunately, I've not been able to test it out yet because of the "Failed to find gfx/hud/item_box.png in PAK file" error.

 
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.

The code for reading from the pak file is in system/pak.c in a function called uncompressFileRW.

It should be the same

 
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.

As for the code for reading and testing the pak file:

In system/pak.c initPakFile() offset is of type long.
In pak_creator.c, main() length performs the same function as offset, but is of type int.

 
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:
- chickens can get trapped under elevator pad, this is really annoying
- game crashes when loading right before entering the mine, it does not always do this, it's strange, here's the save file and ouput:
http://f.imagehost.org/download/0766/save0
http://pastebin.ca/1475813
it crashes in the same place even if I load an earlier save then enter the mine. This is after doing the chicken quest then going to get the pickaxe and trying to go to the mine. However if I start the game over, go get the pickaxe then go to the mine, it does NOT crash.

 
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 ????!!

What am I supposed to do , or it's a bug ?

Thanks

 
Rik
July 3rd, 2009 at 14:11

@JoeMar

Can you upload your save file somewhere so I can have a look at it?

 
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.

Concerning the translation.txt where can I get the .po file where we can translate the game prompts and hints ? I'll be interested in doing so, as I've already done so for a few other games.

[Request] How about Edgar runs if we keep pressing the arrows/joypad and walks if we only tap the arrow/joypad button ?

thanks.

 
Rik
July 4th, 2009 at 17:02

@JoeMar,

To translate the game you need to use GNU Gettext. Hopefully you've got some experience with it as I'm not familiar with its functionality.

 
Rik
July 5th, 2009 at 08:30

@gnarlin

That doesn't sound right. Can you post the command you entered and the entire output generated to http://pastebin.com/ and send me the link? If the output is very short (less than 10 lines) then just post it here.

 
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.

can you take a look. the same bug occurs on a w32 system and also in an Ubuntu 8.10 system.

As for the translation, I normally just get an .po file and from there I translate the strings from english to othe languages. Can you create that .po file ? Blob Metal solid has such a file, so you may ask the author.

 
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.
But I'm having some issues (mainly because this is my very first PKGBUILD) and I'd like to ask the developers about what should I use. One of my main issues is the package name, as it includes an hypen ('-'). Could you, please, use a dot as bugfix or just suprime it? It's a bit troublesome as the AUR itself uses an hyphen and a number to determine the release version of the PKGBUILD, not the package.
Right now, I have half of the file done, needing to still create the build array to compile the package and some other details.
I'll try to notify you when it's uploaded to put a link that redirects to Archlinux.org AUR.

Thanks, Alxe.

 
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,

edgar-0.11-1.i386.deb

to

edgar.0.11.1.i386.deb

then I'm afraid not. We'd have to make changes to our website, our build scripts and a bunch of other things and I don't think this is necessary.

Also, I'm not clear on how the filename on our website affects Archlinux's build scripts? If you planning to have pkgbuild download the sources directly from us then I was strongly suggest again it - we don't keep old versions of games or packages when new ones come out. This would mean that, since Edgar is still under a lot of development, the scripts could break a on a regular basis.

If you still need to make the filename changes, then the best course of action might be to download the archive and host it elsewhere.

 
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.

But now, make complains to me, and shows this:
src/system/properties.c: In function 'setFlags':
src/system/properties.c:266: error: format '%d' expects type 'int', but argument 2 has type 'size_t'
src/system/properties.c: In function 'unsetFlags':
src/system/properties.c:358: error: format '%d' expects type 'int', but argument 2 has type 'size_t'
make: *** [properties.o] Error 1

And sorry for most of asking, I'm not a developer, yet I'd like to study and become one. Right now I'm just an user.

 
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.

The patch can be found here: http://pastebin.com/mdb7695f

 
Rik
July 24th, 2009 at 08:05

Thanks for the update, David. I've applied this patch now.

 
frogg
July 25th, 2009 at 20:15

Chicken Problems__
I had a chicken on the lift. the lift went up, the chicken didn't. the chicken was thereafter stuck in the space under the lift. still walking back and forth in that little space, but unable to come out.

 
Alxe
July 28th, 2009 at 17:15

Hello, again.
Maybe it's just me, but it doesn't let me compile and throws me this error on "/src/event/script.c":

src/event/script.c: In function 'runScript':
src/event/script.c:63: error: format '%d' expects type 'int', but argument 2 has type 'size_t'
make: *** [script.o] Error 1

Is this a common problem?

 
Steve
July 28th, 2009 at 17:19

Is this happening with the latest 0.22 sources?

 
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.
one question in the sewer at one point you activate a big elevator, but there is no way that I could find to get to the room to take it. is that the way it should be ?

 
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
me a hint.

I'm in the "Forbidden Swamp" and I have to collect 6 logs to build a
raft. I've collected 4, but can't figure out how to get the other 2.
One spot, I can get to the log by hopping on platforms that drop when
you land on them then, reset themselves. Where the tree is, there is a
section that you can hack out with the pick axe and there seems to be a
rock that potentially could be used to stand on to give a boost to get
to the first platform on the way back. However, I can't get behind the
rock to push it.

In the second place, there is water again and a log is lying on the
ground that could potentially be pushed into the water to float across.
However, I'm not sure if this is what I'm supposed to do and even if it
is, I can't get behind the log to push it.

 
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.

The next version will have a tutorial to cover things like these.

 
Edgar
August 12th, 2009 at 17:15

Wow, how weird to see my quest to save my father in a game...

Or at least I am assuming, I need to play the game to make sure, I should assume that its all coincidental for now.

 
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,
Can you guys add the SDL libraries for the game in the windows build ? For somebody like me, I don't like downloading different libraries and stuff. It would be nice to have a pre-built thing. I should just install and play.

 
Rik
August 19th, 2009 at 16:07

@jivan

What's missing? All the DLLs should be in the installer.

 
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,
Where can I find the translation file *.PO I have a few friends who would love to play the game and they don't know english, so it's hard to understand all of the game if I'm not there to explain to them. you have my email please can you forward me the english.po file so I can start the translation. Thanks.

PS if you need help with the internals of how to get a '.po' from your program you can ask the programmer of Tuxpaint ( Bill ) I'm sure he can give you a hand with this.

 
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.

In the doc directory there is a file called "translating" which explains how to do this.

Let me know if you have any questions

 
draconishinobi
August 25th, 2009 at 17:31

One other bug I notice in the latest version 0.25 is:

I do all the local quests from the 2 guys, then I get the raft quest, I get 6 logs and it says I completed it. Then, I go to build a raft, but it says I don't have 6 logs ! Here are part of the log:

Play Time : 0H 36M
Updating Trigger "Chopped Log", 5 / 6
Updating Trigger "Chopped Log", 6 / 6
Firing global trigger Chopped Log
Completing objective "Collect 6 Chopped Logs"
Firing triggers with name
Saving game
...
Done reloading inventory
Loading script file data/scripts/raft.dat
Could not find item Chopped Log
Skipping unknown script command END
Skipping unknown script command END
Loading script file data/scripts/raft.dat
Could not find item Chopped Log
Skipping unknown script command END
Skipping unknown script command END
465013 frames in 7474401 milliseconds (62.21 fps)
Exiting

 
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.

 
Rik
August 26th, 2009 at 08:05

Joypad support will be in the next version.

 
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.

 
Rik
August 26th, 2009 at 21:19

Thanks, I'll fix this in the next release

 
Urs Holzer
August 27th, 2009 at 13:26

Once again, an excellent game. Some thoughts from my side:

When you get somewhere for example to fetch an object, new enemies turn up on the way back. This is a very good feature. It makes you think: "Arrgh! Once again one of those nasty ...". Also, it is good that when you are in lack of health, you can go back and find some new enemies which potentially release a heart when you kill them. (That is, I disagree with Colleen in this point.)

The village is big, somewhat empty and it takes very long to walk around. Perhaps you could incorporate the tutorial into the village?

I really like the eyes of edgar and the other creatures.

I don't know how far you are with creating levels, but in the basement I found an info point that informs me that I could have 10 health points if I were a very good player. You give the hint to look for them in the Mine, but I am unable to find them. :-( (I play version 0.25) Am I just too stupid or are they not their yet?

Keep up the good work! I am waiting impatiently for the next version ;-)

 
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.

I might make the village smaller but that wouldn't be until the rest of the game has been finished.

As a hint, have a look around where the boulder chased you and bear in mind that not all weak walls look like weak walls...

 
Glenn
September 12th, 2009 at 04:27

Hi. This is a fun game, thanks for making it!

I'm having trouble killing the golem. I've reduced his health to zero (both claws move into the centre of the room), but he still doesn't die. Do I need to do something else to get past him?

 
Rik
September 12th, 2009 at 08:44

Wow, I think you're the first person to have found this boss!

When the claws are in the center of the room, reduce the Golem's health to 0 and when he shatters, use the claws to finish him off.

 
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,
but some of the commands (eg jump, block) don't work, and if I walk off a platform I don't fall, but just keep walking in air. New games seem to work fine. I was hoping to get to the new levels quickly though! :)

 
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.
However I had a small problem doing it:
In pak.c the loadMusicFromPak() function calls the uncompressFile() function and uses an unsigned char* to refer to a variable defined in the latter one; however according to my understanding, when returning from the latter function the variables lifetime ends - what happened here - and therefore I sometimes got trashed value for the filename.
I solved this by declaring the variable as "static unsigned char filename[MAX_PATH_LENGTH];".

 
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.

The game makes a backup of previous saves so if you overwrote your old save you can restore it by renaming ~/.parallelreaities/edgar/savex.bak to ~/.parallelreaities/edgar/savex where x is the save number.

You must do this before you load up the game though otherwise it'll overwrite the bak file!

 
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.
I couldn't load all saves from version 0.30 (which I played until the beginning of the swamp) - only the first two saves (some place in town and forest were able to be loaded). When trying to start from one of the other save points, the programm terminated.
As I didn't want to bother you, I decided to start a new game (with a fresh 0.31 installation). However, here, the green grubs in the wood and the fireballs in the mines (when you flee from the big rock) don't move anymore. The first one is no problem, but as the fireballs are sometimes directly in the path of Edgar, I'm not able to escape from the big boulder anymore.
During porting, I didn't encounter anything special so I just wanted to ask whether this happens with someone else too.

 
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.
I even tried to go to the woods with v0.30, checked the moving grubs and saved the game, which I then loaded into v0.31. The save file got patched when loading, but the grubs still don't move. (To be precise, they and the fireballs play the moving animation, but they stay at the same place always)
As I can't get out of the mines, I currently can only tell for the maps village, forrest and mines - because without the shield, Edgar refuses to go to the forbidden swamp.
Trying to investigate further - btw PowerPC machine here.

 
Rik
September 28th, 2009 at 08:01

Hi HAK,

if you compile the source with "make DEV=1" then you can select a map to load by typing "edgar mapXX" where XX is a number between 01 and 10 (you need leading 0, so 01, 02, 03 etc.) There is also a map called test.

Some of the maps won't be very much use since they'll be right next to a boss or simply inescapable. You won't have any weapons either.

Compiling with DEV=1 uses -Wall and -Werror which might shed some light on what's going wrong. If there are still strang problems then I'll send you some code to output what it thinks is going on.

 
Rik
September 28th, 2009 at 12:25

Hi HAK,

I think the problem could be to do with atof(). The fireballs have a weight of 0.3 which is probably being set to 0 and the grubs have a speed of 0.75 which is also probably being set to 0.

You can check this by going to line 527 in src/system/properties.c and adding the line

printf("%s -> %f", value, e->speed);

(add a line break to this printf statement. It's being stripped)

after the line

e->originalSpeed = e->speed;

Next, compile with DEV=1 and then type edgar test

Some of the output should contain the lines

0.75 -> 0.750000

If it's

0.75 -> 0.000000

then that's problem (hopefully).

 
HAK
September 28th, 2009 at 15:25

Hi Rik,

Yes, seems that atof() is the culprit - though I still don't know why.
Looks like it expects the numbers now in german format (with a decimal comma instead of a decimal point e.g. "0,75" instead of "0.75") as otherwise, all numbers behind the point are discarded.
I tried to compile with NO_GETTEXT as I thought a wrong implementation is the problem, but the problem still remains - though a small testprogram (which only does printf("%f", atof("0.75")); does work correct - so the problem is at my side.
Just have to investigate further.
Thanks for the help.

 
HAK
September 29th, 2009 at 00:44

Hi Rik,

Found the problem. Just right after the #ifdef construct in main.c you have a line reading

printf("Locale is %s\n", setlocale(LC_ALL, ""));

which is called always and - at least here in my setup - always sets the LC_NUMERIC to some standard value - just have to ask with the implementor of gettext here which it is, as the language here is set to english, but the keyboard to german - but that's my problem.

BTW: in your src/system/properties.c you're checking "SPEED" twice (line 523 and 565).

 
Rik
September 29th, 2009 at 08:03

Hi HAK,

Thanks for the tip, I found the speed duplication after stressing for 5 minutes about why my debug wasn't appearing! I've also moved the locale messages into the #ifdef now.

 
jormar
September 29th, 2009 at 13:48

Hi Rik,
so many questions, so little time ;) !!! help ... I'm stuck in the laboratory... I've found the 1st dice, the green spring which makes the room go down, but nothing happens ... how about a little intro to tell what are the goals of each room/level ? man I'm killing everything that moves but I don't seem to find a way to finish this game ;) Also the purple gem is no where to be found, and the elevators that are missing power only in the next version ... but it's been 3 versions ;)) N'ways keep them coming . I like it !!

 
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.

(This happens in version 0.31)

 
Rik
September 30th, 2009 at 19:55

Thanks for the report, I'll fix this in the next release.

 
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.
(v0.31)

 
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 ?

BTW thanks for the hint about the spring, it became clear what to do with it after knowing that it served to jump up ;)

PS you should really document what each option/icon does ...

 
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.

I can send you my saved game if you want to check.

 
Rik
October 1st, 2009 at 11:36

Again, can you tell me how many dice you have found?

 
Glenn
October 2nd, 2009 at 08:28

Hi. Thanks for fixing the save issue. A couple of other things I noticed:
1) While fighting the blob boss, a couple of times his punch attack shot right up to the ceiling and stuck there. It seemed to happen when the attack came close to / right at either screen edge.
2) If I happen to pause the game during a gazer's stun attack (while the screen goes white) and load a new game, the screen never goes back to normal - it stays all white.

 
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?

Thanks for the Gazer report, I'll fix that in the next 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.

Another thing: somehow I managed to get the weight operated door to open with no weight on it.
I can't quite remember the sequence, I think it was: drop box on scales, door does not open; start ton weight moving on conveyor; push box off scales; flip switch to send claw back. At this point I think the door opened. I have a save while it is in this state (open with no weight) if that helps. I also found it a bit odd that if I have both the box and the weight on the scales, the door does not open.

 
HAK
October 4th, 2009 at 13:42

Hi Rik,

In your src/main.c you've added the line
printf("Numeric is %s\n", setlocale(LC_NUMERIC, ""));
after you've set them before.
As you can see, due to this, the original LC_NUMERIC settings of "C" is now removed again (at least here, if you remember my problems).
Just asking why you're doing this? Have you better documents than I have what setlocale() is giving back? To my knowledge it only return 0 and 1 according to success or fail.

Concerning gameplay, I'm having serious problems, after getting the 3rd access key in the sewer; I don't seem to be able to cross the slime pit back, as the timing of the horizontal moving platform and the middle vertical moving plattform is that off, that I can't jump from one to the other and therefore are stuck (or I just suck 8)).

 
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.

I'll have a look at the lift issue, since they should all stay in sync.

 
Rik
October 5th, 2009 at 08:18

Hi HAK,

in main.c can you try changing the locale section to

#ifndef NO_GETTEXT
printf("Locale is %s\n", setlocale(LC_ALL, ""));
printf("Numeric is %s\n", setlocale(LC_NUMERIC, "C"));
printf("atof(2.75) is %f\n", atof("2.75"));
textdomain("edgar");
bindtextdomain("edgar", LOCALE_DIR);
#endif

and then run it. If this works as expected (the atof should report 2.75) then let me know and I'll do another release, because at the moment it the game (still) won't work for any user who uses comma as their decimal separator.

 
HAK
October 6th, 2009 at 08:02

Hi Rik,

Yes, with the upper mentioned changes, output/playing (grubs move) looks good.
The lines I receive when starting are as follow:

Locale is
Numeric is C
atof(2.75) is 2.750000

Still no luck with the moving platforms though.
I tried to change the values of the vertical moving platforms in the map07.dat and build a new pak, but this didn't change anything; I assume, that those are just initial values and the actual values are stored in the according save file - which means, I would have to go through the whole sewer again.

 
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.

The data is stored in the save file to allow for persistence, but this file is patched by the game whenever it detects a new release. It also creates a backup file called savex.bak where x is the save number beginning with 0. This might be a bit out of date but it might save you having to restart from scratch. You could always copy (don't rename it) this backup file into an empty slot and then issue

edgar -load x

to load the game.

 
HAK
October 6th, 2009 at 22:15

Hi Rik,

Just wanted to tell you, that with the latest patch, I was able to pass back over the lifts from getting the 3rd access key - was a little bit close, but nevertheless - thanks.

BTW: I just remembered, did I overlook something in the forest at home? Never found out, where to get the forest cell key.

 
Rik
October 7th, 2009 at 09:27

Jormar,

The Legend of Edgar is a work in progress and is only about 30% complete. Some items collected by the player cannot be used until later versions. Do not post messages spoiling the experience for other players.

 
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.
And it also has to be said, that missing this key doesn't hinder you in the rest of the game, you won't find anything important there. However, you will find a lot of fun there.

 
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.

The vanishing/alternating blocks are a particularly nasty hazard -- I eventually managed the horizontal stretch over an acid pit, and even got up that long vertical stretch over a floor. Both involved a lot of practice and, indeed, waiting for a lucky run.

But... now I'm apparently headed for the other side of a locked door (the second of two switches straddling it), and seeing <i>both</i> vertical and horizontal stretches, the whole thing over an acid pit??!! The previous hazards were bad enough, but this one crosses into F*ck That Sh*t territory.

And while I'm at it, you need a "mute" key that isn't buried under three menus....

 
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....

I actually got at the fortress key by using a bomb saved from the mine, but I didn't get too far after that.

 
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.

Just so you know, once you have retrieved the purple gem and placed it in the machine, you won't be able to progress further since the game is incomplete. Now that I'm back from vacation I'll start working on the next section.

 
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.

 
Rik
November 7th, 2009 at 20:37

Have you been to the laboratory?

 
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!)

I actually just had to rebuild my system, so I'm starting all over -- now I'm trying to beat the golem, and I'm pretty dubious about the fairness thereof -- even after figuring out *how* to hurt it, I've been playing half the day and I don't think I've gotten more than one "hit" on it before getting killed (from 7 health.)

I've managed to beat the dragon, both appearances of the floating whatsit, and the super-grub in the forest, but this golem is a menace. (Also, it's still buggy -- once it failed to reassemble completely, and got stuck in a stack a little taller than Edgar, with the screen continuing to shake until I reloaded.)

 
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.

A hint for the disappearing platforms over acid pits: A lot of training is necessairy. Make sure you have full health when you start from the last saving point. (You can increase health by going back and killing respawned enemies and collecting the hearts they drop.)

And a last hint from my side: Killing the golem and the thing in the forest cell earns you a small reward. It is a small one, but might turn out useful. On the other hand, it is not a requirement for the rest of the game.

 
Harry
November 24th, 2009 at 12:24

Found an error in the fortress map, after jumping over the fireballs near the laboratory entrance:
Failed to find data/scripts/drawbridge_point.dat in PAK file
Is this bit not implemented yet?

 
Rik
November 24th, 2009 at 13:16

@Harry

Looks like I forgot to update that Action Point. That part isn't implemented and the Action Point should state this. I'll fix it in the next release.

 
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

 
Rik
November 24th, 2009 at 20:28

@jormar

Thanks, I'll have a look at this

 
Urs Holzer
November 26th, 2009 at 11:58

Rik, you must be a bag full of ideas. Those books! Greate work!

Accidentally I found the following anomaly: There are those green/white switch boxes wich edgar has to jump on in the right order. In the fortress ground floor I was able to move one of them like this: Run into it and use the C key as if you wanted to pull it. Like this, the box goes on a trip to the next wall. I only tried it with the lower most of the boxes which have to be activated to open a door before which there is a savepoint and behind which there is a information point only. I hope you can reproduce that.

 
Rik
November 26th, 2009 at 12:29

@Urs

Thanks for letting me know, I never tried to see if it was possible to do this.

 
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.

Regarding the wall in the cave, it is passable but you messed it up. There was something else down there that you could have used to help you get in.

 
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).

The wall in the cave -- I didn't see anything around there but a handful of monsters.
Now I'm trying to deal with that ant-lion thing under the Swamp, Besides being gruesome, it isn't fooled by pushing or pulling the rock, and if I try to jump onto the rock, it just shoves the rock aside to chomp me. :-( I actually got past it once before, but IIRC it was something of a lucky break, and I can't remember the details.

I guess I'll go back and poke around the cave wall some more....

 
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).

Oh, and in the "Main" Fortress, a green spring, which gave access to a blink-block chimney, got unrecoverably knocked off its platform (apparently by wandering monsters) to a spot near where the four spiders impede getting back to the Basement door.

The Library was fun, but had several apparently-useless items to clog my inventory -- two instruction cards, one key to the third floor, the tuning-fork that gave access to Storage key which in turn gave access to a "not implemented yet". If you're going to scatter unusable objects around, perhaps you could supply a few wastebaskets to clear them out of inventory?

 
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!

Also, I'm now struggling with a passage that starts with an empty claw and a lift down to an impassible treadmill. (No progress walking, and too narrow to jump.) The indicated route would be the blinking blocks over the slime, which looks downright nasty -- but it's worse than that. OK, I get this is meant to require pixel and jiffy-accurate jumps, but after well over an hour trying (and at least there's a save machine right there), I've *never* managed to make the fourth jump, to the blinkblock just before the first raised blinkblock. This after having dealt with all the other hurdles I've complained about.

 
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.

Other commenters: Has *anyone* gotten past this point? Or, gotten the Purple Gem?

 
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?

http://www.youtube.com/watch?v=BIOQ2_E_zaE#t=4m13s

 
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.

 
Rik
December 10th, 2009 at 13:21

OK, I'll have a look and see if I can reproduce this

 
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!

Hmm. Could this profusion of bugs be due to keeping save files from prior versions? I did the Village/Forest//Mine on 0.33 at latest, maybe 0.31, and have been progressing from there.

 
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.
I actually got the Gem once, but was in poor enough shape that I promptly got killed by the subsequent boss.

 
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?

 
Rik
December 13th, 2009 at 22:16

That's all there is a for 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.

So... may I suggest a few adjustments? First, simply to increase the chances of getting hearts from a kill -- it doesn't have to be all that much, but right now it's *very* difficult to recover from getting knocked down to one or two hearts. The second suggested change is that you should have at least one health potion in every level, similar to those available in the Village and the Laboratory. This would let players spend a bit more time dealing with puzzles and gameplay, rather than scavenging health points. A third possible suggestion is that at the ends of at least some of the blinking- and falling-block paths, you could put small "safe landing zones", where the monsters can't block your exit. And one final point, specific to the "in-progress" status of the game -- you night want to put a visible marker by targets or objects which aren't currently useful...

 
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".

Also, I've noticed that if I save while a fallen arrow is disappearing, when I restore, the arrow seems to have become permanent.

 
pechenie
December 30th, 2009 at 19:15

First: great game! Such a timekiller, so I can't stop :)

Second: I got 3 of 4 gems, everyone but the blue. So I have 2 questions: I completed the Laboratory (very buggy green blob yeah!!), I explored all of the "Fortress ground floor".
1) Where is the library? Is it on the "right wing of fortress"? But I found no key there to activate the lift.
2) How can I pass through the "broken" (bombable?) wall in the Fortress Basement? It is right upwards of the Generators. I saw the bomb in the mine, but they are TOO far away.

 
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

There are bombs in the basement, they are to the left of where the bombable wall is (where you picked up the green gem).

 
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,

You can't get past that bit at the moment, I forgot to put in a message stating that fact, sorry.

Can you give me an example of what items are missing so I can try and reproduce it?

 
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 :)
So, a few bugs:
1) There is a change to make gem collecting quest uncompletable, I dont know exactly how it happened, but when I get upwards with the lift I jumped to the generator, so there were no messages about "This generators seems broken" etc. I put the gem into the generator (with no quest taken!) and went to the other one. When I step to the lift once again there was a messages, and quest become taken.
But that gem, which I put with no quest taken, was lost for ever. Inventory printed, that I has 3/4 gems, and 3/4 generators repaired.

2) Known bug (I read about it) with the green blob. When it's "crushing" near the right edge of the screen, it become stuck. It's really annoying, I restarted the battle for times, not because of death, but because of bugs.
Can't say anything about the left edge of the screen, but it seems to be ok with it there.

Sorry for my bad english :)

 
Rik
January 1st, 2010 at 09:37

@pechenie

When you say "crushing", do you mean when it turns into a fist and comes out of the ground or when it is bouncing as a ball? What colour is it, red or green?

 
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:
a) it falls "through" the floor, and cannot return to the "big" blob, when it reconstructs himself
b) it lefts right on the floor, than "runs" to blob, and.... nothing happen. Blob lasts in "uncomplete" state.
I can't say exactly about the left edge, I didn't dealt with it.

P.S.: And I remeber one more bug with the blob!
When you put the tesla pack on the wall near the blob, and it constructs in this time you can hit it! If you hit the blob with you weapon when it already become full size, but in the moment, when tesla pack not hit him with the eneregy yet - so, when at last tesla pack "detonate" it DOES NOT harm the blob. You manage with him again, and again put the tesla pack and... I don't remember, but I think, that there is no chance to harm the blob for this time at all. You need to reload.

The blob is a bit buggy, but I think you deal with him :) Thanks, and sorry for my english again.

 
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?

 
Rik
January 2nd, 2010 at 12:25

The Passage Key has no use in the current version

 
pechenie
January 3rd, 2010 at 16:22

Are my bugreports accepted? :)

 
pechenie
January 3rd, 2010 at 16:54

One more bug:
I can take the Fire shield quest for many times, so my inventory has many same Fire Shield quest records.

 
pechenie
January 3rd, 2010 at 17:06

2Rik:
I think, you didn't see my messages about blob, because of the limit of the last posts on the main project page. Please, read the message of January 1st, 2010 at 14:20

 
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 :)

 
Rik
January 4th, 2010 at 07:56

@Mike

Which level are you referring to?

 
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 ;)

 
Rik
January 4th, 2010 at 09:41

Where is this Exclamation mark?

 
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? :)
Why am I asking? Because there so many very little details, for example lets look on the Ice Spray - great!, and I do not believe that you creating the game "on the knee" :) Very impressive.

P.S.: damn magi ! damn purple swirl ! :) I tried for hundred times, but I didn't discover how to deal with it. Very nasty boss!

 
Gallaecio
January 7th, 2010 at 09:32

The 0.45 date in the changelog is wrong (year 2010).

 
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,

I'm playing v0.45 using a save file that I started in some earlier version. I have the fire-shield quest, but when I find the weapons book, Edgar still says he has no reason to read it.
If I go back to the fireball passage, then back to the library and read the book again, it works.
I guess the weapon_book_update trigger had not run the first time round - maybe it wasn't in the version I started with? Now I have the shield quest twice - ie, there are two duplicate lines in the inventory saying "obtain a fire shield 0/1". Will this cause problems later on?

The game continues to be great fun, with lots of inventive touches. Thank you!

 
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"

I was facing off with a whirlwind on the Library 4th floor.

 
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,
youre doing a great job on TLoE!
Found a Bug(?) in v0.45
FLY_BOSS in map05 (Cave) after defeating it, it crashed to the right wall, the camara moved to the right side. FLY_BOSS still had 1 heart, the first wall was destroyed, but the others not. I neither could see the boss nor me, just the walls and the water pit.
I changed the fly_boss_die.dat to:
SET Edgar FACE RIGHT
SET FLY_BOSS FRAME_SPEED 0.75
SET FLY_BOSS REMOVE_FLAG HELPLESS
SET FLY_BOSS ADD_FLAG FLY
SET FLY_BOSS SPEED 5
SET FLY_BOSS FACE LEFT
SET FLY_BOSS SPEED 1
SET FLY_BOSS ANIMATION WALK
SET FLY_BOSS FRAME_SPEED 0.5
SET FLY_BOSS REMOVE_FLAG FLY
SET FLY_BOSS ANIMATION WALK
SET FLY_BOSS FRAME_SPEED 0.25
KILL FLY_BOSS
FOLLOW EDGAR
RESET_CAMERA

Couldnt see the cut Scene, but I got my extralife and then bombed my way through the invisible wall to get back. (is this normaly nessecary?)

Regards, BloodyMary

 
Rik
January 18th, 2010 at 18:01

@BloodyMary

Thanks for the feedback, you shouldn't have to destroy the wall (or modify the script) to get back so I'll investigate the problem.

 
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,
Well, I had the same problem after reloading. But I didnt think of it because I found a qn'd solution.
Something else (dunno if it was postet yet). Using a Switch for the first lifts in the Mine to move them made the game crash. Probabliy it's because the lifts can go up and down and not just one direction (like in the village). I think many newbes will have the same problem. I just got the idea to use up or down (and not the switch) to move the lift, when the game crashed.

ATM I am working on a German translation. I have translated almost everything, but I didnt finish the game, so I don't know if every transltion has the correct meaning. There was just a polish translation, for an older version in the translations directory. Are there any others?
Also I didn't find a way to choose wich translation to use. Lukyly after compiling, my Translation was activatet. I didn't know how to use poedit (the editor for .po files I use) so I started replacing the polish text by the german text, later i updatet the po file with the .pot file. Now there are some strings available, wich look pretty much the same. Is this normal?
Well, I encounterd some problems concerning the monsters names. Slimes look like Frogs to me. So I used the German word for frog, "Frosch". I hope that's okay, maybe you had a reason to name them slimes and not frogs.
What is ment by the string "Readied %s" I found no translation for redied or redie, It would be nice if you could tell me what that means.
bye, BloodyMary

 
obsrv
January 21st, 2010 at 09:22

Your map editor segfaults when compiled under Linux x86_64

 
Rik
January 21st, 2010 at 09:25

@obsrv

The map editor isn't supported.

 
Rik
January 21st, 2010 at 09:26

@BloodyMary

Thanks for the report about the switches. I'll fix this in the next release.

 
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.

The word "readied" means to "make ready" but you could always used the word "prepared".

Just so you know, the game isn't finished so the translation isn't completely finished either.

 
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)

 
Rik
February 18th, 2010 at 15:52

Thanks Paolo,

I'll see if I can reproduce this error.

 
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:

~/Download/Games/edgar-0.50$ make
gcc -Wall -O2 -pedantic -DVERSION=0.50 -DRELEASE=1 -DDEV=0 -DINSTALL_PATH=\"/usr/share/games/edgar/\" -DLOCALE_DIR=\"/usr/share/locale/\" -DPAK_FILE=\"edgar.pak\" -DMEDAL_SERVER_HOST=\"www.parallelrealities.co.uk\" -DMEDAL_SERVER_PORT=80 -c -s
gcc: no input files
make: *** [draw.o] Error 1

What am I doing wrong?

 
Rik
February 24th, 2010 at 15:38

gcc should be creating the makefile.dep file automatically. After typing make you should be seeing

makefile:165: makefile.dep: No such file or directory
for i in src/*.c src/*/*.c; do gcc -MM "${i}"; done > makefile.dep

and then the compilation commences. If this doesn't happen then try typing in

for i in src/*.c src/*/*.c; do gcc -MM "${i}"; done > makefile.dep

and then typing make

What version of GCC are you using?

 
Xello
February 27th, 2010 at 16:25

I compiled the source on my 64bit ubuntu system. It compiled just fine, but then it segfaulted.
Output:
Locale is en_US.UTF-8
Numeric is C
atof(2.75) is 2.750000
Segmentation fault

 
Rik
February 27th, 2010 at 16:56

Did you do a "make install"? That might be why it failed to run.

 
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:

1) Those bright white webs are distracting in the otherwise-dim mines!

2) In the first bat encounter, one of the bats got stuck in the lift shaft.

3) After the boulder, and just after using a bomb, I hit a segfault as I was facing off against a red ant. The last console message was: "Respawned at 3868.500000 2314.000000", after the messages associated with my last reload. This was the .deb package, installed with dpkg on Ubuntu 9.10.

 
Rik
March 1st, 2010 at 19:14

@David

Can you tell me a bit more about the segfault? Had you just reloaded? What had happened just before it crashed?

 
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....

 
Rik
March 1st, 2010 at 21:18

Where was the bomb when it went off? Against the wall or somewhere else?

 
David Harmon
March 1st, 2010 at 21:22

OK, duped with the compiled version (DEV=1) -- segfault just at completion of the bomb.
Final messages:
----
Load completed
Length is 504.666672
Speed is 1.500000
Time to move is 504.666672

 
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

gdb ./edgar

then type run

When the game segfaults, type

where

and post the output here.

 
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:

In the big lift where a health potion is accessible: The edges here are fuzzy -- easy to get stuck in the walls, and going up, Edgar gets lifted offscreen.

Repellent: Cool, but has a save bug: as with arrows (still), if you save while the cloud is fading, a small cloud can remain -- which I was able to pick up! Message "Picked up " -- that is, it's nameless, likewise in my inventory.

 
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.

Normally, a bug that goes away under the debugger is likely to be pointer-related -- but in this case, I'm guessing libraries/installation, given the other segfault reports.

 
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:

If you save with a cloud of Repellent on the screen, when you reload it is there permanently. You can even pick it up as an item (with no name).

 
Rik
March 4th, 2010 at 13:46

Thanks for the cloud bug report

 
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"

from console>
Script is activating WEAPON_BOOK_TRIGGER
Added new Objective: "Obtain 3 Gazer Eyes" with trigger " "
Found an item in the inventory with name Gazer Eyeball
Added Global Trigger "Gazer Eyeball" with count 3
Added new Objective: "Obtain 1 Red Sludge Tentacle" with trigger " "
Added Global Trigger "Sludge Tentacle" with count 1
Added new Objective: "Find another shield" with trigger " "
Added Global Trigger "Old Shield" with count 1
Added new Objective: "Blend eyeballs and tentacle" with trigger "Smoothie Collected"
Unknown Trigger Type "smoothie_colour"
Script is activating WEAPON_BOOK_TRIGGER
Added new Objective: "Obtain 3 Gazer Eyes" with trigger " "
Found an item in the inventory with name Gazer Eyeball
Added Global Trigger "Gazer Eyeball" with count 3
Added new Objective: "Obtain 1 Red Sludge Tentacle" with trigger " "
Added Global Trigger "Sludge Tentacle" with count 1
Added new Objective: "Find another shield" with trigger " "
Added Global Trigger "Old Shield" with count 1
Added new Objective: "Blend eyeballs and tentacle" with trigger "Smoothie Collected"
Unknown Trigger Type "smoothie_colour"
Script is activating WEAPON_BOOK_TRIGGER
Added new Objective: "Obtain 3 Gazer Eyes" with trigger " "
Found an item in the inventory with name Gazer Eyeball
Added Global Trigger "Gazer Eyeball" with count 3
Added new Objective: "Obtain 1 Red Sludge Tentacle" with trigger " "
Added Global Trigger "Sludge Tentacle" with count 1
Added new Objective: "Find another shield" with trigger " "
Added Global Trigger "Old Shield" with count 1
Added new Objective: "Blend eyeballs and tentacle" with trigger "Smoothie Collected"
Unknown Trigger Type "smoothie_colour"
39887 frames in 686945 milliseconds (58.06 fps)
Exiting

 
marvn
March 5th, 2010 at 17:37

sorry, i pasted log 3 times

 
Rik
March 5th, 2010 at 18:04

Thanks for the bug report Marvn, I'll have a look into it

 
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

To the left of the Ant Lion is a wall you can knock down, perhaps you can do something with what's behind the wall...

 
Harry
March 10th, 2010 at 12:43

v0.51:
If the armour boss's tongue hits the left hand side, it glitches onto the platforms and the player can't avoid dying.

If I load my save from 0.50, made in the Fortress Mine, I am teleported out; but if I return to fight the armour boss, the yellow gem isn't attached to the boss - it stays in the cage.

 
Rik
March 10th, 2010 at 13:26

Thanks for the report Harry, I'll fix this shortly

 
marvn
March 11th, 2010 at 17:24

thanks for the library fix

btw. can be the armor boss defeated in 0.51? i've striped him from armor 3 times and made him tackle the door back to yellow gem, but with no effect :/

 
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.

 
Rik
March 13th, 2010 at 12:12

Have you checked the generator in the room?

 
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.

btw. if i understand it right, the game ends (for now) after you make that yellow liquid using the blender?

 
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!

 
Rik
March 15th, 2010 at 17:08

Which wall are you referring to? What have you done so far?

 
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

http://www.youtube.com/watch?v=kHZuJ19zjAo

 
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:

After using the first "exit lift" switch, then going back to activate and go down the initially locked lift, you get to a downslope with bats. Unfortunately, those bats can become embedded in the floor at the base of the lift. As it turns out, you can still kill them there, but it's still buggy.

 
joghi
March 22nd, 2010 at 19:40

Hi,

first of all thank you for this great game. Just yesterday, I encountered a strange error. After installing a new slackware 13.0 system with slackware gnomebuild, building the game was not trouble at all. But running the game (with or without absolute path, i.e. /usr/games/edgar ) leads to a segfault if the current directory is not the build directory. This segfault seems to be due to the fact, that in the function *generateTextSurface() in font.c, line 84 the *font-pointer is undefined. It appears, that the game is trying to load the font from the /fonts directory, which is only found if the current direcotry is the build directory.

 
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
hud.itemBox = loadImage("gfx/hud/item_box.png"); in hud.c
and afterwards temp = loadImageFromPak(name); in graphics.c
and afterwards rw = uncompressFileRW(name); in pak.c
and finally (for my system) rw = uncompressFileRW(name);
the line fp = fopen(name, "rb"); seems to fail (fp = 0x0).
in the following call to showErrorAndExit("Failed to open %s", name);
the line title = generateTextSurface(_("The Legend of Edgar has encountered the following error"), game.font, 0, 220, 0, 0, 0, 0); where game.font is undefined (0x0)
leads to a segfault.

 
Rik
March 22nd, 2010 at 21:16

Can you try doing (do a make clean first)

make DEV=0

and then

make install

and let me know if that works

 
joghi
March 22nd, 2010 at 21:22

Ok,

that works fine. But now I guess I'm missing the output concerning the triggers and quests and bosses ;-)

 
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:

Loading music from music/jk_village.xm
Uncompressing music/jk_village.xm
Writing to /home/sd/.parallelrealities/edgar/pakdata
Uncompressed to /home/sd/.parallelrealities/edgar/pakdata
Loading '/home/sd/.parallelrealities/edgar/pakdata'
Couldn't load /home/sd/.parallelrealities/edgar/pakdata
Could not load music file music/jk_village.xm: Failed loading libmikmod.so.2: libmikmod.so.2: cannot open shared object file: No such file or directory

Apparently the library is not found, however:

$ locate libmikmod
/usr/bin/libmikmod-config
/usr/lib32/libmikmod.so
/usr/lib32/libmikmod.so.2
/usr/lib32/libmikmod.so.2.0.4
/usr/lib64/libmikmod.a
/usr/lib64/libmikmod.la
/usr/lib64/libmikmod.so
/usr/lib64/libmikmod.so.3
/usr/lib64/libmikmod.so.3.0.0
(...)

As it is currently I have sound (all the sfx seem to work) but not music.

Cheers

 
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

You need to download the Windows version, click on the file called edgar-0.55-1.installer.exe

 
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.

 
Rik
May 12th, 2010 at 07:58

Whereabouts in the mine are you stuck? What have you just done?

 
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!
I have the last version 0.55, but I'm stucked in the library. I explored everything I could, but no chance. So I guess I've missed something somewhere... Maybe it's with the robot on top, which says the instruction card #2 is blank. The other 2 robots were working fine. Or maybe it's with the water but I can't find a way to go through... Any help please?
Otherwise in the armoury I can't go through the gate that the 'big eye' is watching, he always say 'intruder' or something like that.

 
Rik
May 13th, 2010 at 16:24

@phapthan

Have you been to the laboratory yet?

 
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.

Rik: Another save bug -- in the armory, save files don't seem to remember the purification status of slimepools.

 
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

I'm not sure where you mean, can you upload a screenshot somewhere and send me a link to it?

 
Rik
May 15th, 2010 at 09:22

@Simesy

Have a look around in the cave a bit more, you've missed something.

 
Rik
May 15th, 2010 at 09:24

@jon

You can make the lifts move up and down by pushing up and down (the default keys are the up and down arrows on the keyboard)

 
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.

I've also seen no sign of either an "old shield" or the "lightning sword" mentioned on the medals page, and aside from the above, I *think* I've explored everything.

 
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

Do the lifts in the Village work properly? If not then can you check the controls and make sure there aren't any keys that are overlapping.

 
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...

 
Rik
May 16th, 2010 at 08:18

@phapthan

You need more than 1 batch of baby slimes to defeat it...

 
phapthan
May 17th, 2010 at 21:51

indeed it's much better with several batches.
Now I have 2 more questions:
- is the boss at the top of the library beatable? I spend at least 2 hours with him, the best I could do was to kill all his hearts away but he was still alive. I'll try again!
- Do you have a bug list or do I post the bugs here?

 
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.

You can post bugs here, but make sure you're running the latest version, currently it's 0.56.

 
phapthan
May 17th, 2010 at 23:24

ok once you're used to it it's not so difficult :-)
Now I just got the last 0.56 and I'm looking forward the armour boss...

 
phapthan
May 18th, 2010 at 00:43

wow you did a great job on the armoury boss!
Too bad we'll have to wait for the fire shield ...

 
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'.
I guess I was definitly wrong, the game is already very very long and very tough sometimes. But you know how I know a game is good? If my children watch me playing (5 and 3 years old). Of course they do for edgar!

WelI, let's go back to business. I think I've covered everything, but where is the Golem I see in the video ??

Otherwise, the game crashes everytime I use the pills that change into water anywhere in the fortress mine or in the sewer. (version 0.56)

Also first time I went to the laboratory and find the potion to change into the monster, I went back to the library on the 3rd or 4th floor and cross the water on the right side, then you can save. The problem is that I couldn,'t go back later because I didn't have the potion to walk on water, and have to load a much older file. (that was in 0.55)

Also in 0.55 when I got the lighting sword then I was invincible, nothing could kill me... I saved, loaded again and it was fine.
And also as David said on May 15th, 2010 at 14:52, you have to go back looonng way to find a bomb again and the other problem he mentioned, that if you already used the potion to make the yellow liquid, then you can't transform anymore to swim.

 
Rik
May 18th, 2010 at 21:37

@phapthan

Thanks for the bug report about the water purifiers. Regarding the Golem, Borgan actually mentions where to find it at the start of the game...

 
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?

 
Rik
May 19th, 2010 at 12:50

Afraid not, it's a miss-able secret

 
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)

Now in the sewer we can see a very large elevator, but is it possible to reach it in this version? There is a health potion somewhere in the sewer, again is it posiible to reach it in this version?

 
jon
May 24th, 2010 at 05:42

Hi Rik,

I started using ubuntu 10.04 and started over with version .56 and it works ok. Previously I had to click the switches to use the llfts and now they work with just up and down. The sound works fine now too. Now the mine lifts work fine, thanks.

 
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.

If it's possible, please say, anything Maggei do else "Hi, Edgar"?

 
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.

As I see, You use SDL_Delay() for 100% showing of Medal's congratulaions. Why not use this solution fo 100% delivering 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.
And by the way Rik can you confirm we can get the 7th medal? I even look at the source code and could retrace all the medals (30) except this one. So maybe we get this one when we finish the game which of course is impossible for now.

 
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
i'm not sure if that's a bug..so how many bomb can take that sucking/rock throwing boss? i fight him for 20 minutes, give him more than 20 bombs (he was blinking as he was taking damage every time) and he didn't loose a single heart :/
and btw. waiting for bomb for 10 cycles is kinda irritating...

 
Rik
June 1st, 2010 at 17:15

Are you sure you're using the bombs in the right way?

 
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
Locale is en_US.UTF-8
Numeric is C
atof(2.75) is 2.750000
socket(): Address family not supported by protocol
Loaded up PAK file with 3749 entries
Production Version
ALSA lib pcm.c:7245:(snd_pcm_recover) underrun occured
ALSA lib pcm.c:7245:(snd_pcm_recover) underrun occured
ALSA lib pcm.c:7245:(snd_pcm_recover) underrun occured
ALSA lib pcm.c:7245:(snd_pcm_recover) underrun occured

 
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.

Also, where "changes" say "the potion bottle is no longer lost when creating the spell", does that mean at the blender where I had trouble, or at a later point (presumably using the cauldron)?

 
ShowMeRon
June 2nd, 2010 at 16:44

Replaced onboard soundcard with a soundblaster live card...much better!

 
Rik
June 2nd, 2010 at 16:58

@David, what problem were you experiencing?

 
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
another question, where is the forest cell key? i look through all the maps (forest, cave, village) and really couldn't find it...i know it's not needed at all, but i like to fight king grub :P

 
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
when fighting evil edgar, i just went into the machine (without even hitting him) and i won...i don't suppose it should be that easy. i try this again, but got stucked in this barrier from gazer's eye, it caught me under the left platform and this smasher cannot reach me so i remained traped

 
Rik
June 9th, 2010 at 16:21

@marvn

It shouldn't be that easy, thanks for pointing out the problem. I'll upload another version shortly.

 
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).

It gave me the message "press action to save your game", so I did -- do you want me to send you the savefile?

 
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:
1) Edgar was shocked and blinked.
2) Evil stand right

At second try all be OK.

 
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

When did it crash? When Evil Edgar was appearing from the cauldron or when he started walking off?

 
Kulti
June 13th, 2010 at 09:47

@Rik

When Evil Edgar started walking off

 
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?

 
Rik
June 18th, 2010 at 07:57

@Adam,

have you tried destroying the chain?

 
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)

thanks

 
Rik
June 21st, 2010 at 07:57

Looks like that page went up by mistake. Check by later today.

 
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.

v061, new game/new installation, w7Ultimate 32bits

 
Rik
June 22nd, 2010 at 17:42

@jormar

OK thanks, I'll see if I can reproduce it

 
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

Whereabouts did the screen start shaking? What enemies have you fought so far (Large books, the spirits with the books floating around them)

 
AviG
June 23rd, 2010 at 02:58

@Rik

I fought the spirit with the books around them. I also trapped a spirit in a bottle. I fought all 4 big books. I killed the ice (blue) book, but just got past the other ones. I have no clue how to defeat the rest. It took lots of arrows and spike balls just to kill one!

The ground shakes in several places. First, where the big blue book was, if you go a level up or down, it shakes. I also went back to the area where the big yellow book is. There is a water you have to cross with these big spike balls that go up or down. When you cross the water, you go down and there is this big mideval spike cylinder that goes back and forth. As soon as a step foot in that area is when the screen starts shaking and my Edgar just sits on the ground with his eyes rolling. The game is then stuck. I'd appreciate any assistance!

 
Rik
June 23rd, 2010 at 07:59

@AviG

From the looks of things it sounds like since you didn't defeat the Large Green Book, it is still attacking you by shaking the ground. The easiest thing to do for the time being is to go and kill it.

 
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.

The Gray book is different, it's just a herald for the toughest boss-fight of the level....

 
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
If You look carefuly, you'll see that there's only one medal that is still missing from everybody... (hint: look for recently awarded).

 
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".

Has anyone else found the secret in the Fortress Mines?

 
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*

I started playing it again to go for the medals... There is still a bug with the golem. If you go into the room and don't do anything, when he starts to reassemble and the screen starts shaking, it doesn't stop. You can get around this by immediately attacking him, but it's still a bug, I assume.

 
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.
http://i.imagehost.org/download/0883/save7

 
Rik
June 24th, 2010 at 13:33

@draconishinobi

Thanks, I'll have a look at this and see if I can reproduce it

 
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

Correct, the amulet won't protect you against anything that kills you instantly

 
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.

A thought: The medal server is kind of unreliable... One gotcha that comes to mind would be earning the "500 enemies" medal when for whatever reason you missed the "200 enemies" medal. Have you guys made provisions for that case.

 
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!

Anyway, that seems to leave only one "mystery medal", the one after "Blocked 2000 attacks".

 
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.

The spider tunnel is impassible until you get the lightning sword, much later in your game. Even them, it currently (0.61) leads to a green circle... that is, the prize hasn't been placed yet.

 
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

Can you post the backtrace? I cannot reproduce the error. Also, are you upgrading from an older version and are you running 64 bit or 32 bit?

 
lidnariq
July 1st, 2010 at 15:47

fresh install, 32 bit. backtrace:

(gdb) r
Starting program: /home/me/src/edgar-0.62/edgar
[Thread debugging using libthread_db enabled]
Locale is en_US.UTF-8
Numeric is C
atof(2.75) is 2.750000

Program received signal SIGSEGV, Segmentation fault.
0xb7dabf20 in _int_malloc (av=<value optimized out>, bytes=<value optimized out>) at malloc.c:4636
4636 malloc.c: No such file or directory.
in malloc.c
(gdb) bt
#0 0xb7dabf20 in _int_malloc (av=<value optimized out>, bytes=<value optimized out>) at malloc.c:4636
#1 0xb7dadd2c in *__GI___libc_malloc (bytes=8192) at malloc.c:3661
#2 0xb736d5d7 in png_malloc_default () from /lib/libpng12.so.0
#3 0xb736d66c in png_malloc () from /lib/libpng12.so.0
#4 0xb73639ff in png_create_read_struct_2 () from /lib/libpng12.so.0
#5 0xb7363c1a in png_create_read_struct () from /lib/libpng12.so.0
#6 0xb7f01184 in IMG_LoadPNG_RW () from /usr/lib/libSDL_image-1.2.so.0
#7 0xb7efcacb in IMG_LoadTyped_RW () from /usr/lib/libSDL_image-1.2.so.0
#8 0xb7efcb5c in IMG_Load_RW () from /usr/lib/libSDL_image-1.2.so.0
#9 0x08089c1b in loadImageFromPak (name=0xbfffe594 "gfx/edgar/edgar_stand01.png") at src/system/pak.c:90
#10 0x08056a6d in loadImage (name=0xbfffe594 "gfx/edgar/edgar_stand01.png") at src/graphics/graphics.c:44
#11 0x08066e11 in loadSprite (name=0x87d907c "gfx/edgar/edgar_stand01.png") at src/graphics/sprites.c:96
#12 0x08066d2c in loadSpritesFromFile (name=0x84e566c "data/gfx/edgar/edgar.dat", index=0xbfffeb10) at src/graphics/sprites.c:71
#13 0x08067f36 in loadProperties (name=0x80e2a20 "edgar/edgar", e=0x86bee00) at src/system/properties.c:196
#14 0x0805ed12 in loadPlayer (x=2050, y=2314, name=0x0) at src/player.c:79
#15 0x08064995 in loadResources (buffer=0xb71b2c3c "TYPE") at src/system/resources.c:360
#16 0x0805cea4 in loadMap (name=0x80e184f "map01", loadEntityResources=1) at src/map.c:285
#17 0x0804ab19 in main (argc=1, argv=0xbffff634) at src/main.c:169

running it through valgrind makes valgrind saaad. Don't know how to get you a backtrace on windows, but the symptoms are the same.

 
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.

Probably after Edgar died, another golem hit floor and state of Edgar changed from dead to something else. I didn't read the code so don't know.

 
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

Thanks for the save file. I've managed to reproduce the bug now.

@noname

Thanks for the bug report, this will be fixed in the next version

 
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

Yes, I have god mode when I load save file. I just have 0 hearts and nobody attack me. After I pickup one heart, everything is ok again. When I read some message or go to another location, location changes or message appears, but I can't move after it.

 
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

This isn't a bug, Edgar doesn't need to read the book since he doesn't have a reason to do so.

 
pechenie
July 18th, 2010 at 13:24

0.62 x86_64 Ubuntu 10.04
When trying to load old save file, the game prints next:

$ edgar
Locale is en_US.utf8
Numeric is C
atof(2.75) is 2.750000
Loaded up PAK file with 4184 entries
Production Version
Failed to allocate 9073867558176386668 bytes to compress save file
219 frames in 8834 milliseconds (24.79 fps)
Exiting

 
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.
Is it binary memory dump or something? I should install 32 bit version again, I guess...

Anyway, thanks for the game!

 
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.
2. I can't get passed the Grey Boss (Mateus) in the library. I've been trying for almost a month. Any tips? Thanks.

 
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!)

In any case, Mateus is among the toughest bosses in the game. Beating him takes not just skill, but a bit of luck dealing with the rising and falling floors. If you're stuck at his final stage: you should have a few magical daggers left, they will help you feed the guy to his own vortex machine.

 
Rik
July 22nd, 2010 at 07:58

@chad

Has anything else in the fortress reset itself, such as the entrance to the Laboratory or the Armoury?

 
Rik
July 22nd, 2010 at 08:00

@AviG

The purple gem is in the Laboratory. If you're finding Mataeus too difficult then you can always come back later to defeat him since he's not blocking your way.

 
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

btw, you can send me email at z_man3007@yahoo.com.

 
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

I cannot reproduce the problem but I'll keep looking to see if I can make it happen.

 
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!
It was tough again. I had no bug at all by the way.

 
joghi
July 26th, 2010 at 18:08

Hello,
first of all, thanks for the next part. Maybe I found a bug in the dungeon: At the bottom of the first part (before the conveyor belt with the stampers), there is one red centurion with a trapdoor that can be opened using a lever. Whenever that trapdoor is open and a block of ice from the ice turtles falls into it, the game segfaults.

 
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"

Interestingly, this was after I'd already killed the splitter above it, and had gone back to try and deal with the multiplied one

 
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"

These error message disappear after any key press - it's bad, because not ever possible to remember their

 
Mental Mouse
July 28th, 2010 at 23:56

First impressions of the Dungeon:

(1) Way too many "you must pay X hearts (or have magic pixel-counting reflexes) to pass this trap". Getting the first three puzzle pieces and the conveyor key, at least three pendulums or sets of same have fit that pattern.

(2) The Splitters' motion is not all that random -- they have a nasty tendency to *stay* back, hiding among the traps.

 
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.

The thing is, you're clearly a video-game wizard. But most of us don't want *every* prize encounter to be a "save-point special", and with this level, you've pretty much reached that point. And I'm hitting the Dungeon with 15 hearts....

This problem was already apparent with the Phoenix -- as far as I can tell, that *cannot* be beaten without using at least one health potion (or the amulet) -- even the survival perch at the far right (the only place to avoid instakills from it diving) has an even chance of having the Phoenix simply knocking off your hearts until the RNG says do something else, and it dives often enough to clean you out regardless of your starting health.

(Grumble grumble snort....)

PS: Also, I've found that the new level suffers somewhat when my computer system is loaded, which is a problem I've not noticed much before now.

 
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

http://www.youtube.com/watch?v=kHZuJ19zjAo

 
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....

And I'm still trying to get through the post-puzzle gauntlet....

 
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:

alberto@Lorien:~$ edgar
Locale is it_IT.utf8
Numeric is C
atof(2.75) is 2.750000
Loaded up PAK file with 0 entries
Trying to connect to www.parallelrealities.co.uk:80
Connected <mykey> to www.parallelrealities.co.uk:80
Segmentation fault

 
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 17:52

@Mental Mouse

Thanks, I'll see if I can reproduce this problem

 
Rik
August 1st, 2010 at 18:19

@gimli

It looks like something went wrong when it tried to open the edgar.pak file (one of the lines notes that the pak file has 0 entries). You could try reinstalling the game or installing from source instead.

 
Mental Mouse
August 1st, 2010 at 18:21

Phap: thanks for the hint, I found it.

Rik: So, the current version ends at that green circle and unpickable/unbombable wall?

 
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:
The pendulum above water pushes Edgar to unpredictable direction.
When the turtle hides its head on the conveyor belt, it is moving even if not on the belt.
Another turtle, moved by the antigravity upwards remained "flying" after load of the saved game.

I have feeling like the game not being well programmed, i.e., every move must be hacked, instead of some "abstraction of physics". Maybe some choosing of difficulty would help.

I'm also missing a list of objectives and a map of the visited space. I cannot remeber after one week which corridors I already walked through.

 
Rik
August 2nd, 2010 at 07:54

@ebik

Thanks for the bug reports. If you don't think the game is well programmed, the source code is available so feel free to fix the problems yourself.

 
ebik
August 2nd, 2010 at 21:48

@Rik
I don't say it is not well programmed. But the bugs at the very last levels give this feeling. Anyway I have more software projects I want to spend some time on (the time I don't have), thus I apologize for my last comment, I wrote it just after trying to pass the pendulums, so I was little bit angry.

Another bug reports:
I don't have the save now, but there is a horizontal moving platform in the fortress near the crypt. I remember that I managed somehow that it stopped in the middle. Maybe save/load. I managed to reset its state by going to the crypt and back.

If you jump (and kill) the splitter when it is growing from small to middle - the game exits (saying that it has no animation of dying middle splitter).

 
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.
Speaking about save/load - many objects lose their state in loaded game. Slime turned into water is slime again, some creatures in the middle of their special state (slime creeping, bat moving vertically due to attack or return) are walking normally and so on.

 
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

Did you update your version while you were in the catacombs, or have you been on 0.65 for a while now?

 
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

Do you have any other save files you can send me so I can see if I can try and reproduce this error?

 
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...

PS. Dungeon - hard and interesting, I think. Good job!

 
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

Thanks for the files, I'll see if I can reproduce the problem. From the looks of things the files before the Borer boss are unaffected, so you could continue from there.

 
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.

If you're finding Mataeus too hard then here's a video you can watch

http://www.youtube.com/watch?v=fDqiLZRB4l0

 
ebik
August 10th, 2010 at 18:10

Another bug report also replying to @Mental Mouse.

Dices in the top of the fortress changes with save/load. Thus to complete them I have to do so without saving my progress in the middle of the task.

@Rik: Yes I multiply my spikeballs this way also in 0.66.
I also observed that purple and blue snails behave differently w.r.t. injuring by the spike ball. None of them "correctly". The purple one is injurable by spikeball only when moving to right (the relative position of spikeball and snail does not matter). The blue one (as far as I remember) is injurable only when moving towards Edgar (relative position of spikeball and snail does not matter again).

@Rik: Edgar has 7 hearts on both videos showing the king grub and the golem. That means it is possible to sail the first raft with 8 hearts. Also, now I enter the dungeon with 14 hears: 5 hearts in the beginning, 8 bosses on youtube and the Phoenix. You wrote somewhere it is possible to have 15 hearts if I remember. Is it some secret task in first three levels, or another boss that I'm missing?

 
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;
___fprintf_chk (fp=0x0, flag=1, format=0x80bad49 "VERSION %0.2f\n")
at fprintf_chk.c:32
32 fprintf_chk.c: No such file or directory.
in fprintf_chk.c

May not be very deep, but it looks pretty blatant.

 
Rik
August 16th, 2010 at 07:54

OK thanks. I've corrected this now for the latest version.

 
phap
August 16th, 2010 at 13:10

The sewer dweller was a good boss again!

2 bugs i found:
Sometimes blocking didn't work with the 'double punch'
after defeating the swer dweller, i managed stupidly to fall under the elevator in the green water, then i took the elevator again and the game didn't scroll up...
I defeated then the boss again without falling and it was fine.

 
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
the "game resetting bug". The lift was no longer active. When I tried to load
one of the incremental save files ( the same, which didn't show the bow as active weapon preaviously, only the fire shield), the bow was the active weapon. Very curious.

 
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

When the game reset itself, did you have to continue when fighting the Sewer Dweller?

 
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

http://www.parallelrealities.co.uk/tutorials/

I'm afraid I don't support the map editor since it's barely functional and a lot of work has to done with a text editor afterwards. You can compile it yourself though by downloading the source code of the game.

 
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
thx for your response
I tried to compiled from source map editor with success and I got in terminal something like 'dev=0 etc...' and looked the code which says 'this is not supported so don't ask for help' so I don't :-)
Whatever you says afterward I have to edit with text editor so I guess only you or someone very experienced can understand how to do it...
So I'll probably start with the tutorials when I'm motivated enough
Maybe a new paralllel reality project.........

 
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....)

I wouldn't have been able to get anywhere with this game without those methods: as I've said before, this game isn't balanced, so much as propped up on the save-points!

 
Rik
August 18th, 2010 at 22:02

AviG, there are no cheats for the game, where are you stuck?

 
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:
You missed 2 secrets! I have all of them and 7 health potions.

 
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.

You're rate limiting comments now? Grr! Just what is the time barrier? So far I know it's at least 30 minutes.... That's well beyond "slow down"!

 
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

Hmm, I'd thought the fourth was from the upper FGF, but my notes indicate I must have instead forgotten one from before the Basement.

 
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...
Or day after tomorrow. With spoiler beware!

 
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:

Forbidden swamp, Sewer, Laboratory, Library, Fortress Mine, Armoury, The Dungeon.

 
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".

On the other hand, I had an interesting experience muffing the Cave ending... I killed the red slime, then went back down to kill the Queen Wasp. When I went back up, a horde of green slimes had accumulated. <i>Nowadays</i>, I'm good enough that I was eventually able to beat them, but it was pretty tough!

 
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.

By the way, I miscounted the secret tally. There are 18 secrets.

 
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 -- Bug roundup: Spike Ball drops (but not thrown spike balls, or repellent clouds) become permanent if you exit the level before they expire.

Save/restore erratically disrespects the weapons selected on save (or fails to record them properly). Similarly, switching away from bow erratically fails -- in both cases, sometimes goes back to bow, sometimes either sword or shield alone. (This is happening too often to be mere carelessness on my part!) And sometimes Edgar just switched to bow on his own -- this may be connected to picking up arrows.

Evil-Edgar fight: I reached 0 health while programming, but didn't get the game-over -- instead, Edgar just went back to his platform and stayed there, even when I went into the machine.
Catacombs: the last big lift appears to have a background pillar running its entire height. ( :-) ) In the runup to the Catacomb cutscene/entrance, it looks like Armadillos can go up that first lift, but not back down, so they accumulate atop the platform behind it.

I've got a pretty spectacular bug screenshot (I tried to send it to you) from when I accidentally hit continue well after defeating the Phoenix -- it looks like the sword and shield images have been displaced by the Phoenix and the Big Spider -- what didn't show is that when jumping around, Edgar himself was being replaced by a stretch of brown wall.

 
Rik
August 23rd, 2010 at 19:14

@Mental Mouse

When you encountered the sword and shield errors, were you playing on debug mode?

 
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:

Village: Jacob's health potion. Jacob's bigheart.
Mine: Golem.
Forest: King Grub.
Cave: Queen Wasp.
Swamp: health potion, Swamp Guardian.
Sewer: Swamp Dweller.
Fortress Basement: none
Fortress Ground Floor: none.
Laboratory: health potion.
Library: health potion. Book of Monsters.
Fortress Mine: health potion. Phoenix.
Armoury: lightning sword.
Catacombs: Amulet of Resurrection.
Dungeon: Health potion.

As you see, I've only got 16 there. The program says 17, Rik says 18.....

 
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.

 
Rik
August 30th, 2010 at 09:04

@ebik

Thanks for the bug report. I'll see if I can reproduce this.

 
ebik
August 31st, 2010 at 00:57

@mental mouse:
Swamp guardian is not a secret. I think that killing Mataeus is as well as the book of monsters.
(I was not sure so I checked it in the 'data' directory :-) )

 
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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