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Basic Series
1.01 - Opening a Window
1.02 - Graphics
1.03 - Sound
1.04 - Input and Movement
1.05 - Simple Shooter Pt. 1
1.06 - Simple Shooter Pt. 2
1.07 - Simple Shooter Pt. 3
1.08 - Sprites and Animation
1.09 - Starfields
1.10 - A Basic Game

Intermediate Series
2.01 - Displaying a Tile Based Map
2.02 - Scrolling a Tile Based Map
2.03 - A Tile Based Map Editor
2.04 - Tile Based Map Collision Detection
2.05 - Advanced Animation

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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!

Buy Now! from Amazon.co.uk

Buy Now! from Book Depository

       
 
Bookmark and Share

 Introduction

When Edgar's father fails to return home after venturing out one dark and stormy night, Edgar fears the worst: he has been captured by the evil sorcerer who lives in a fortress beyond the forbidden swamp.

In The Legend of Edgar, you take on the role of Edgar as he ventures across the world, battling fearsome creatures and solving puzzles whilst trying to find and rescue his father.

 Updates

7th March 2010 - v0.51 is now available.

  • Added the missing Basement boss
  • Fixed the broken translations in the Windows build
  • The repellent clouds can no longer be picked up when you reload a game
  • Fixed the crash in the Library when reading the book
  • The game no longer segfaults if it is installed incorrectly

23rd February 2010 - v0.50 is now available.

  • Added the 2nd Mine map, you can get to it via the Basement
  • Added a large number of translations from Google
  • Added support for Medals, you will need to register with Parallel Realities to use this feature
  • Changed the Ant Lion puzzle

30th January 2010 - v0.46 is now available.

  • Fixed / removed broken lift switches in the Village and Mines
  • Fixed a crash in the Mines
  • Fixed the robot on the 3rd floor of the Library
  • Fixed a potential crash when the whirlwinds steal your weapons
  • The Fire Shield objective cannot be accepted multiple times
  • Weapons can no longer be permanently lost in the water
  • Fixed the Fly Boss's death sequence
  • Saved games now store the currently selected inventory item

 Features

  • Platform game
  • Large levels with different environments
  • A variety of weapons
  • A persistant game world that can be travelled through
  • Boss Battles!
  • Lots of sound effects and music tracks
  • Joypad support with configurable controls
  • Configurable keyboard support

 Screenshots

Screenshot
Interacting with NPCs
Screenshot
A wide variety of enemies
Screenshot
Defending enemy attacks
Screenshot
Bosses

 Movies

The Forbidden Swamp

 Requirements

Screen Resolution: 640 x 480
Color Depth: 16 bit
Minimum Memory: Unknown
Harddrive: 25MBs
Controls: Keyboard

SDL
SDL Image
SDL Mixer
SDL TTF *
SDL Net
ZLib

  • - Freetype is required by SDL TTF

     Downloads

    Filename Version Release Platform Filesize Upload Date
    edgar-0.51-1.i386.deb0.51 1 Generic x86 Debian Package 13.60 MB7th March 2010
    edgar-0.51-1.i586.rpm0.51 1 Generic x86 RPM 13.60 MB7th March 2010
    edgar-0.51-1.installer.exe0.51 1 Windows 95/98/XP/Vista 17.25 MB7th March 2010
    edgar-0.51-1.tar.gz0.51 1 Source Tarball 14.10 MB7th March 2010

    Like our games and tutorials? Then help support us with a cash donation!

    Or maybe even purchase a copy of HONOUR OF THE KNIGHTS, if you like reading!

     Replay Files

    FilenamePlayerMapDateScoreTime

    Replay files only work with the same version of the game, you can run them by unzipping them and typing in
    edgar -playback <filename>

    You may record your own by using,
    edgar -record <filename>

     Upload Replay File

    You can use the form below to upload your replay file.
    Please ensure it is compressed. Either zip or gzip is fine.

    Name
    Replay File
      

     Comments (latest 25)

    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

     

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