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General => SFML projects => Topic started by: Nexus on July 01, 2012, 01:02:37 pm

Title: Zloxx II - An action Jump'n'Run
Post by: Nexus on July 01, 2012, 01:02:37 pm
Zloxx II

I would like to present you a bigger project of mine, namely a Jump'n'Run game called "Zloxx II". It has been inspired by various Super Mario titles, some Nifflas games, and probably much more.

Your goal is -- as usual -- to defeat enemies, to collect coins, weapons, power-ups or suits, and to reach the end of each level.

(http://www.bromeon.ch/games/zloxx/zloxx-scene2.png)

(http://www.bromeon.ch/games/zloxx/zloxx-scene3.png)


The game is freeware, but currently only works on Windows. More screenshots and a download link can be found on my homepage (http://www.bromeon.ch/games/zloxx). Have fun! :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on July 02, 2012, 04:27:51 pm
This is awesome!  :)

I like everything (graphics, control, sound, genre...) ;)
The minimap in the beginning of each game reminds me a lot of Lemmings.

Why exactly is it called "Zloxx II? Is there a first version?
Is there a background story to the game?
I guess you're not using any physics library, right?

I've only played to the maze where I died too often, but I've a few things I'd like to mention.

Okay enough for now. ;-)

I will keep playing it though.
Jump'n'Run games are my favourit!
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on July 02, 2012, 05:23:26 pm
Thank you for the detailed feedback! I'm glad you like it :)

Quote from: eXpl0it3r
Why exactly is it called "Zloxx II? Is there a first version?
Yes, some years ago I wrote a first version with SDL, which was never released though. I completely rewrote it and added a lot of features.

Quote from: eXpl0it3r
Is there a background story to the game?
No. :P

Quote from: eXpl0it3r
I guess you're not using any physics library, right?
No, physics and collision detection are written by myself.

Quote from: eXpl0it3r
The rope catching mechanism could be a bit better.
[...]
The text hints appearence is also a bit too small.
I agree. I think I could just make the respective areas a bit larger. However, concerning the rope, I don't want to make it too easy. Now there are some places where it is difficult (but possible) to reach a certain place with the rope, and this should remain a challenge ;)

Quote from: eXpl0it3r
Sometimes the jump key doesn't work instantly as expected, atm I'm not sure why or when it happens, but it just sometimes misses the key press. Maybe if you press it a few milliseconds before you hit the ground it won't get recognied as a jump although intuitivly it was one.
Yes, the jump key is not recognized while in the air, you need precise timing. This is intentional :)

Quote from: eXpl0it3r
It's intended that you keep your objects even though you die and respawn at a save point, right?
Yes.

Quote from: eXpl0it3r
The exe file misses an icon...
Indeed. Some time ago I experienced with Visual Studio's resource files, but I failed to embed an icon that scales correctly, and then focused on more important tasks. But maybe I should give it a try again...

Quote from: eXpl0it3r
It's kind of annyoing that you have to exit to the main menu to save the game state.
You cannot save your game state in the conventional sense. You can only interrupt your progress to continue later, but you can't restore the same state again and again. However the completed levels remain.

Otherwise, a "game over" wouldn't mean much. But here, if you lose all your lives, you also lose weapons, coins and points.

Quote from: eXpl0it3r
In some levels you can walk against an invisible wall/ceilling
That's true, it's an artifact of a quite recent modification. Originally, every level was surrounded by a solid (and visible) wall. Then I decided it would be more interesting if not every level had the bounds of a rectangle, so I made the most outer walls invisible and adapted the most parts, but in some places, I didn't want to enlarge whole level just for a ceiling.

Do you remember where this happened?

Quote from: eXpl0it3r
Not sure if this is intended, when enemies walk on blocks that disappear as soon as you hit it, they will stop if there's a whole, but if you let a block fade away they will fall down.
I don't know whether I have understood that correctly, but enemies treat the "volatile" tiles as solid, only the player triggers the disappear mechanism.

Quote from: eXpl0it3r
It's kind of confusing that you can't exit the game with Esc but have to to press P first.
I wanted to avoid that one accidentally (or as a result of habitude) presses Escape and loses his whole progress. Furthermore, the pause menu states "don't save" to make that clear.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: aBallofWin on July 02, 2012, 05:52:38 pm
Looks very nice! Just two things:

Maybe you should put it in a .rar or .zip instead of .7z. I'm sure not everyone has 7-zip and it saves them having to go download it themselves :)

How did you pack your resources into .zlx files as well (plus loading them)? I'm intrigued, as that could really help me in my game so people couldn't see the images and that!
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on July 02, 2012, 05:55:21 pm
Quote from: eXpl0it3r
Is there a background story to the game?
No. :P
Too bad... What should the character of the player ressemble? Any eye with four legs? ;D

I agree. I think I could just make the respective areas a bit larger. However, concerning the rope, I don't want to make it too easy. Now there are some places where it is difficult (but possible) to reach a certain place with the rope, and this should remain a challenge ;)
Yes don't make it easier, although it can get frustrating sometimes. ;)

That's true, it's an artifact of a quite recent modification. Originally, every level was surrounded by a solid (and visible) wall. Then I decided it would be more interesting if not every level had the bounds of a rectangle, so I made the most outer walls invisible and adapted the most parts, but in some places, I didn't want to enlarge whole level just for a ceiling.

Do you remember where this happened?
Yes, in level 1-3 (http://pitload.org/3106) and 1-4 (http://pitload.org/3105).

I don't know whether I have understood that correctly, but enemies treat the "volatile" tiles as solid, only the player triggers the disappear mechanism.
What I mean is, if the block haven't gone yet, the enemies walk around and turn at the end of the blocks instead of falling down, now if you jump on one of these volatile blocks, the blocks disappeares and the enemy will fall down, where the block was before. I guess this is the easier solution for implementation and seeing that you've seperated the walking path from the 'physic' (i.e. lvl 1-3, the enemy turns one tile before the edge) it makes kind of sense, but in my mind it would make more sense if the enemies turn also if a block disappears unless they're standing on it.
Was that more clear, or do you need a video? :P

I wanted to avoid that one accidentally (or as a result of habitude) presses Escape and loses his whole progress. Furthermore, the pause menu states "don't save" to make that clear.
Yes I understand, but couldn't you trigger the pause 'menu' too when pressing Esc?
What I 'fear' is that some players don't read/remember that pressing P will open the pause menu...

Maybe you should put it in a .rar or .zip instead of .7z. I'm sure not everyone has 7-zip and it saves them having to go download it themselves :)
On the contrary, people should start using 7zip! I love it! ;)

How did you pack your resources into .zlx files as well (plus loading them)? I'm intrigued, as that could really help me in my game so people couldn't see the images and that!

It seems like he's created his own format with his own loader and packer. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: aBallofWin on July 02, 2012, 06:01:08 pm
Quote
Maybe you should put it in a .rar or .zip instead of .7z. I'm sure not everyone has 7-zip and it saves them having to go download it themselves :)
On the contrary, people should start using 7zip! I love it! ;)
Don't get me wrong, I do love 7zip too! It's just that I know that some people don't like to install stuff on their computer, or they've got that god damn awful WinRAR ... :@



Quote
How did you pack your resources into .zlx files as well (plus loading them)? I'm intrigued, as that could really help me in my game so people couldn't see the images and that!

It seems like he's created his own format with his own loader and packer. ;)

Hmm, If Nexus doesn't want to share, I may have to look into this :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on July 02, 2012, 06:17:29 pm
Yey I found a 'hack' (at first really by accident, later I had to confirm that this wasn't just randomly). In level 1-4 you can avoid the spawing of some enemies if you jump over the invisible action blocks. ;D
I marked the approximated location: http://pitload.org/3107 (http://pitload.org/3107)

Hmm, If Nexus doesn't want to share, I may have to look into this :)

You can take a look at libMy (http://en.sfml-dev.org/forums/index.php?topic=5521), although it's outdated and the code design isn't the best, also since sfmluploads is once more down, you can't download it atm. ::)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: aBallofWin on July 02, 2012, 06:24:03 pm
You can take a look at libMy (http://en.sfml-dev.org/forums/index.php?topic=5521), although it's outdated and the code design isn't the best, also since sfmluploads is once more down, you can't download it atm. ::)

Cheers! I'm just going to have to wait for sfmluploads then! :(
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on July 02, 2012, 10:43:28 pm
I've kept playing a bit and I've now run into a nasty frame drop 'bug' which leads to some strange slowing down and speeding up the entities. :o

I've only noticed that slow down at one place although it might happen on many diffrent places. I've made a recording with PlayClaw so you get a visual: http://pitload.org/3108 (http://pitload.org/3108) (Don't worry the screen grabber seems to not really like the mp4 format...)

In the top left corner you see the FPS calculated by PlayClaw, they might be a bit lower than expected but the FPS drop near 0:45, from ~40fps to 29fps in 2seconds and then quick spike at 0:52 followed by a drop to 29 messes around with the animation and movement pretty badly. Note the slow jump at 0:54 and the speed at 0:57 (can be seen quite good on the enemies).

This can be repeated, so it's not just something in the background...  :-\

Edit: It happends during the whole level.
Edit2: Deactivating VSync solves the slow down/speed up problem.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on July 03, 2012, 11:32:43 pm
Maybe you should put it in a .rar or .zip instead of .7z. I'm sure not everyone has 7-zip and it saves them having to go download it themselves :)
I think WinRAR supports .7z as well. I prefer 7z because of its open nature.

Quote from: aBallofWin
How did you pack your resources into .zlx files as well (plus loading them)?
I wrote a format only for that game, thus it is quite limited and specific. Actually I had the idea to improve everything and make it open-source, but I currently really don't have the time besides Thor, Aurora and other game projects.

In case you come across other useful libraries, please let me know. I've also taken a look at the LZMA SDK (for .7z files), but its API is the hell itself, and PhysicsFS, which is actually very nice, but doesn't provide a way to encrypt files.

Too bad...
I know. I could have done a lot, but I have invested much time in bugfixing and gameplay during the last months, and I didn't want to delay the project any longer. But that doesn't mean this remains forever ;)

Quote from: eXpl0it3r
What I mean is, if the block haven't gone yet, the enemies walk around and turn at the end of the blocks instead of falling down, now if you jump on one of these volatile blocks, the blocks disappeares and the enemy will fall down, where the block was before.
Ah okay. To guide enemies, I have created a special sort of tile which blocks enemies, but is invisible. This allows me to easily specify seemingly-intelligent behaviors like turning at a cliff or patrolling between two points. But it also means that enemies don't react specifically to volatile tiles -- on the other side, I think this way one can pointedly trigger the tiles to let enemies fall (especially later, where they fall into death).

Quote from: eXpl0it3r
Yes I understand, but couldn't you trigger the pause 'menu' too when pressing Esc?
What I 'fear' is that some players don't read/remember that pressing P will open the pause menu...
Then they'd leave with double escape, although one assumes that escape quits the pause menu, not the game. Players must read those signposts, they contain many useful advice (even if it isn't always obvious).

Yey I found a 'hack' (at first really by accident, later I had to confirm that this wasn't just randomly). In level 1-4 you can avoid the spawing of some enemies if you jump over the invisible action blocks. ;D
Yes, this occurs in some places. And it's interesting that this is a typical programmer's observation, "regular" players don't think in terms such as "invisible action blocks" :D

Yes, I could easily fix that... But then again I think, sometimes it's nice if the more experienced players find abbreviations or ways to make a level easier :)

I've kept playing a bit and I've now run into a nasty frame drop 'bug' which leads to some strange slowing down and speeding up the entities.
This is a known issue, it results of the attempt to fix an FPS anomaly (http://en.sfml-dev.org/forums/index.php?topic=7750.msg51562#msg51562) by dynamically adjusting the framerate. That is also why I added an option "fixed framerate" which you can choose to disable the dynamic control system.

Unfortunately, I haven't been able to found the cause of this behavior yet. The fact that seemingly independent factors as described in the link affect the framerate drastically doesn't make it easier...
Title: Zloxx v2.1
Post by: Nexus on October 16, 2012, 12:06:38 am
Zloxx v2.1 released

I have realized many of the suggestions and other improvements to the game. Changes include:
Savegames of version 2.0 remain compatible, therefore you can continue your progress.

Have fun :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on October 16, 2012, 12:27:55 am
Nice! :)

I've spotted the folder where I've put Zloxx and was thinking about playing it again for a bit, now I've another reason to do so! :D

Let's see if I spot some bugs...ehm...features again. ;)

Edit: Here I am again... ;)
Start the game, kill yourself until you don't have any lives left and then the application will crash. Since you've provided a release build the callstack doesn't reveal anything, but I guess you can reproduce it too and find out the problem.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 16, 2012, 06:20:49 am
Argh, sorry. That was really dumb, I recently changed something with the music, and tested only the effect on the overworld. I corrected the mistake, and by doing so, I probably introduced another bug :D

No, currently I don't have time, I'll test it more intensely soon. But I uploaded a fixed version so you can at least play ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: greeniekin on October 16, 2012, 06:46:33 am
Looks good from the pics.
Would be good if you could upload a video. Sometimes I can not download stuff.
Also I am downloading it and half an hour and it is not halfway yet><
I have unreliable net and it is a surprisingly large file and 50mb compressed.

Do you think you will incorporate any other sf mods like "let there be light"?

You know what this would look great on.... Android. I'll volunteer you :P

Though honestly I do not know if it can live up to your airport game.

I played that for hours. It had perfect graphics, great game play. You really outdid yourself on that project.


Edit

I played it and the animations are great very smooth and nicely done in the menu and ingame. I also like that if you click out of the window it automatically pauses. I have always wondered why commercial games do not do that.

That being said I got to the sign your jump height varies based on how long you hold it.
the special environment things were pretty good and of course animated as well.
Though it does not live up to airport.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 16, 2012, 04:42:06 pm
I have unreliable net and it is a surprisingly large file and 50mb compressed.
Yes, the biggest part is music, I use about 15 different themes. I don't think I can shrink the size a lot without loss of quality.
 
Do you think you will incorporate any other sf mods like "let there be light"?
I have not planned it. I know I could polish the game endlessly, but after a long time developping a Jump'n'Run I want to do something else. And there is still Thor...

You know what this would look great on.... Android. I'll volunteer you :P
Thanks, but as long as SFML doesn't support mobile platforms, this requires a rewrite of large parts.

Though honestly I do not know if it can live up to your airport game.

I played that for hours. It had perfect graphics, great game play. You really outdid yourself on that project.
Cool that you like Airport so much :) I wouldn't have expected that, considering its simplicity. I mean although I put some effort into the graphics, it's basically just a static background and moving planes with some particles and shadows ;)

Though it does not live up to airport.
I see. Zloxx probably isn't as addicting, especially once you have beaten everything ;) I think it also depends on the personal preferences, some people simply love Jump'n'Runs.

Also thanks for the other feedback which isn't explicitly quoted here!
Title: Re: Zloxx II - An action Jump'n'Run
Post by: StormWingDelta on October 20, 2012, 09:18:54 pm
Nice game. Took me a few runs of the first level to figure out if I held down the F key while dropping on an enemy I'd bounce higher off them.

Why not also setup something within the game to let someone change up the controls since sometimes the F key for jumpping is nice and other times I find myself hitting the up arrow?
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Haikarainen on October 20, 2012, 11:37:00 pm
Any planned support for linux?
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 21, 2012, 11:49:54 am
Nice game. Took me a few runs of the first level to figure out if I held down the F key while dropping on an enemy I'd bounce higher off them.
That's why I added a signpost in Level 1-1 which describes exactly that ;)

Why not also setup something within the game to let someone change up the controls since sometimes the F key for jumpping is nice and other times I find myself hitting the up arrow?
The up arrow for jumping is a bad idea, it is needed to climb up a rope.

Any planned support for linux?
Theoretically, the code should be platform-independent, but I think I still have to adapt some parts. I should take a look at how long it would take.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Haikarainen on October 21, 2012, 01:44:19 pm
Any planned support for linux?
Theoretically, the code should be platform-independent, but I think I still have to adapt some parts. I should take a look at how long it would take.

Let me know if I can be of any help in porting it! I've already successfully ported pioneers to Linux and have lots of other experience in crossplattform-programming.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on September 11, 2013, 12:20:57 pm
Hi :)

I just wanted you to know that Zloxx II is not dead. Unfortunately, I've hardly had time to work on it last year because of the SFML book and real life stuff, but I have now continued development.

My focus lies on improved graphics and a Linux port, so you can expect the next version to come with these features. Concerning graphics, I have invested a lot of time in making the appearance of the levels smoother and more interesting. I added new tile types, smooth gradients, tile overlays such as grass, and glowing lava or acid.

To give an impression how this looks so far:
(http://www.bromeon.ch/games/zloxx/zloxx-new1.png)
Title: AW: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on September 11, 2013, 04:20:56 pm
Looks nice! :o
Title: Re: Zloxx II - An action Jump'n'Run
Post by: K.F on September 11, 2013, 05:46:12 pm
Nice game, played few levels and got all coins without really trying  ;D except a crazily placed one in the labyrinth of 1-3 and the two missables in the beginning  >:(
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on September 11, 2013, 05:53:58 pm
Thank you! If you wait some time, you can play the improved version. It's really worth the better graphics, the look of the first few levels has changed a lot ;)

Some coins are really in hard-to-reach places. But theoretically it should be possible to collect every single one.
Title: [Zloxx v2.2] Linux port, improved graphics
Post by: Nexus on October 01, 2013, 05:55:59 pm
Zloxx 2.2 released

(http://www.bromeon.ch/games/zloxx/zloxx-scene2.png)

[-> Project page] (http://www.bromeon.ch/games/zloxx)

As announced earlier, I have improved a lot of things since version 2.1.1, most notably the graphics. I also finished the first Linux port. In detail, the changes include:

Features
BugfixesSince this is the first time Zloxx II runs on Linux and with shaders, be prepared for issues ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Oldie on October 01, 2013, 08:07:11 pm
I simply unzipped the Linux archive on my Debian Wheezy (stable), ran the executable and got this:
Quote
./Zloxx2: error while loading shared libraries: libboost_filesystem.so.1.46.1: cannot open shared object file: No such file or directory

For the record, I have Boost.Filesystem v1.49.0 installed on my PC, with binaries located in /usr/lib, only for the need of my project.
Since you have provided many library binaries in the Runtime directory, including SFML, GLEW and your own Thor, I suppose I should not need to install any myself.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on October 01, 2013, 08:19:37 pm
Yay, finally! :)
Looks nicer, I like it a lot!

As you know me, I'm "trained" to find bugs. :P
I've only found one. When you close the application, while the level is loading (loading screen), the game will crash.

Since you have provided many library binaries in the Runtime directory, including SFML, GLEW and your own Thor, I suppose I should not need to install any myself.
He most probably just forgot to include boost into the archive. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 01, 2013, 09:53:04 pm
Thanks for the nice feedback and the bug reports :)

I assumed with a widely used library like Boost it wouldn't be a big issue, but it looks like I should ship its binaries too. In fact, there are many more libraries required (the SFML dependencies), but they're typically very stable C libraries with binary compatibility, and most of them are already installed in Linux distributions.

Now I included Boost in the Runtime folder, the new package is online.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: JuDelCo on October 01, 2013, 10:50:39 pm
When i click on "New profile", i see this but i can't type or start the game. How it works ?

(http://i.imgur.com/KpytzMB.png)

(Version 2.2 Windows build)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 01, 2013, 11:07:37 pm
Hm, I can't confirm that (and eXpl0it3r apparently neither). After clicking "New Profile", you should be able to write letters, digits and spaces. The return key then creates a profile with the entered name.

Make sure the window has the focus and your keyboard is not configured strangely (because not all characters are accepted as profile names).
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 01, 2013, 11:26:57 pm
The profile textbox seems to work fine for me too with ordinary English.

Attempting to type in Japanese sometimes results in random English characters appearing in the box, and sometimes nothing appearing in the box.  Attempting to type in Greek results in nothing appearing in the box.  Hopefully those data points help pin down what's weird about JuDelCo's input.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Oldie on October 02, 2013, 12:06:48 am
In fact, there are many more libraries required (the SFML dependencies), but they're typically very stable C libraries with binary compatibility, and most of them are already installed in Linux distributions.

Now I included Boost in the Runtime folder, the new package is online.

I downloaded the new package, and now I get this:
Quote
./Zloxx2: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.14' not found (required by ./Runtime/libthor.so)
./Zloxx2: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.14' not found (required by ./Runtime/libsfml-audio.so.2)
./Zloxx2: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.14' not found (required by ./Runtime/libsfml-graphics.so.2)
./Zloxx2: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.15' not found (required by ./Runtime/libsfml-window.so.2)

I have glibc v2.13 installed: libc.so.6 -> libc-2.13.so

It looks like it will be difficult to work around this issue, as this library is very sensible. I have searched for a solution, to no avail so far.
I guess things will be much easier when SFML, and Thor in the current case, is officially packaged in various Linux distributions.

If anyone using Linux has a working solution, or is able to make the game work out of the box thanks to a different context, please report! :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 02, 2013, 11:35:50 am
I guess things will be much easier when SFML, and Thor in the current case, is officially packaged in various Linux distributions.
This is still not a solution when you link to Git revisions between official releases. In this particular case I modified a part of SFML, which makes it even more difficult... So I simply ship the required runtime libraries. But this part works fine so far.

I have glibc v2.13 installed: libc.so.6 -> libc-2.13.so

It looks like it will be difficult to work around this issue, as this library is very sensible. I have searched for a solution, to no avail so far.
It looks like you have an older C standard library, would it be possible to update it via package manager or www.gnu.org/software/libc (http://www.gnu.org/software/libc)? I don't know if it makes sense when I ship the runtime libraries in Zloxx -- but I could think about a separate package, similar to the MSVC redistributables.

If anyone using Linux has a working solution, or is able to make the game work out of the box thanks to a different context, please report! :)
Yes, I would like to hear that, too :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: FRex on October 02, 2013, 01:47:57 pm
As stupid as it may sound : WINE with installed msvc10 runtime lib using winetricks works out of the box :-X (kinda, since you need to get WINE, winetricks and install msvc10 lib, but I did that long ago to play the Windows Zloxx so now for me was out of the box :P). Just shaders don't work but that's because of my card(GL 2.1, GLSL 1.2 max):
Failed to compile fragment shader:
0:1(10): error: The compatibility profile is not supported.

0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES
I'd try to check/edit them but files are put into custom container and obfuscated à la Microsoft. :-X
WINE didn't cause trouble in the past shaderwise, if they failed under WINE they would fail natively too because of some gl(sl) quirk that varies between implementations or too low version.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Oldie on October 02, 2013, 10:00:41 pm
This is still not a solution when you link to Git revisions between official releases. In this particular case I modified a part of SFML, which makes it even more difficult... So I simply ship the required runtime libraries. But this part works fine so far.

Agreed and agreed.

Quote
It looks like you have an older C standard library, would it be possible to update it via package manager or www.gnu.org/software/libc (http://www.gnu.org/software/libc)? I don't know if it makes sense when I ship the runtime libraries in Zloxx -- but I could think about a separate package, similar to the MSVC redistributables.

Well, I am currently using Debian stable, which is Wheezy. This version has libc6 v2.13: http://packages.debian.org/stable/libs/libc6 (http://packages.debian.org/stable/libs/libc6).
Using Debian testing, which is Jessie, would provide me with libc6 v2.17: http://packages.debian.org/testing/libs/libc6 (http://packages.debian.org/testing/libs/libc6). Maybe v2.17 works for any client requiring any older version, like in our case?
Also the URL you mention seems to provide sources only, not binaries, which is not convenient. All the more as this library is huge!

I may consider switching to Debian testing for both desktop and development if I feel too much far behind with Debian stable. But I would not mess with libc6 (GNU C library) on my PC: it is a centerpiece of the system, and there is a reason why we are given a rather old version.

As for setting up Wine... I would rather not jump into such headache unless for a critical software. :P

But nevermind, my case is not important, and others on Linux may find a way to make your game work easily. It is true that porting to Linux usually needs extra effort. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 02, 2013, 11:40:34 pm
FRex, I'll see if I can lower the shader requirements by using even more deprecated functions :D

Oldie, I can create a package with some .so files. But I'm not sure which ones differ from g++ version to version, and for which ones I'm safe to assume the user has them... ldd gives me, among others: libc, libgcc_s, libm, libstdc++ (lsof -P -T -p <process_id>, which tests at runtime, yields even more .so files). Unless anybody knows directly which files to redistribute, I'll just guess and choose the four mentioned ones ;)

Edit: Can you try if you get Zloxx to run with the files in here (http://www.bromeon.ch/games/linux64-g++-redistributable.7z)?
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Oldie on October 03, 2013, 01:00:40 am
I copied the 4 library binaries you have provided into the Runtime directory, and this time the game can be launched! :) I am able to start a game and play, and the music is on.
I cannot say more than that because I am stucked in the middle of the first level.

Anyway, thanks for the game! :D
Title: Re: Zloxx II - An action Jump'n'Run
Post by: AlexAUT on October 03, 2013, 11:15:37 am
Game works fine under Ubuntu 13.04 64bit. But the first level is impossible  :(

AlexAUT
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 03, 2013, 11:56:21 am
Since I see multiple people saying they're stuck on the first level I actually tried it myself.

The only part of the first level that came close to giving me trouble was the jump after the sign saying you can vary jump height by how long you hold F.  I can make the jump, but it feels unreliable because (as far as I can tell) a jump of lower height also doesn't last as long, so it's very easy to jump too low or too high.  It's certainly not as trivial/sharp/intuitive/whatever as "tap F instead of hold F for this particular jump" which I think is what you wanted.  I assume this is where people are getting stuck.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 03, 2013, 12:09:43 pm
Glad to hear it works on Linux :)

I didn't expect Level 1-1 to be so challenging. But the part mentioned by Ixrec (see attachment) is the only difficult one, and it's also right before the end of the level. It may take some trial and error until you get the correct jump height, but I want to give a feeling about how high you jump depending on the duration you press F, since this is an important gameplay aspect in later levels.

And the game is certainly challenging in some parts, don't expect to complete everything in the first try. From people that have already played the game, I know that the labyrinth in level 1-3 can be particularly frustrating, since the spikes hide in every corner. It sometimes requires a really careful and tactical approach rather than a speedrun ;)

Anyway, thanks a lot for trying the game! Don't give up too soon :D
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 03, 2013, 12:15:21 pm
I did levels 2 and 3 while I was at it and I didn't have much trouble, though I did end up dying a couple times.  The labyrinth was actually no problem at all.  Most of my damage came from arrows I wasn't keeping track of (which was a bit lazy on my part, I'm sure I could get through unscathed if I tried).

For overall gameplay design my main criticism would be that the weapon system seems sort of pointless since I can jump on all the enemies anyway.  Also, instead of having separate keys for every weapon type (which I'll probably never remember), why not just have one "fire" button and use number keys to select between weapons we have ammo for?

And of course: Why is the jump key F instead of space bar?
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 03, 2013, 12:35:23 pm
I did levels 2 and 3 while I was at it and I didn't have much trouble, though I did end up dying a couple times.  The labyrinth was actually no problem at all.  Most of my damage came from arrows I wasn't keeping track of (which was a bit lazy on my part, I'm sure I could get through unscathed if I tried).
Okay, good to know it's doable :)

For overall gameplay design my main criticism would be that the weapon system seems sort of pointless since I can jump on all the enemies anyway.
This is true for early levels, but later you'll encounter enemies with spikes on which you can't jump, or enemies that fire at you and are out of range, or simply too many enemies at once to fight them only by jumping (in particular when they jump themselves).

Also, instead of having separate keys for every weapon type (which I'll probably never remember), why not just have one "fire" button and use number keys to select between weapons we have ammo for?

And of course: Why is the jump key F instead of space bar?
I think it's more tedious to cycle through the weapons until you get the correct one, especially when you have to react fast.

The key binding is simple: The keys for jumping, rockets, rolling bombs and mines are next to each other on the keyboard (in this order). The more right a key is on the keyboard, the more often you'll use it. By the way, if you don't remember the keys, all currently possible assignments are listed in the pause menu (P key). When using space for jumping, you have to search for the other keys when you need them, while for F they're directly left of it. The F key itself usually has a little "elevation" on it, so you should find it quickly... You're right that space is kind of standard, but do you think it would be more intuitive for Zloxx II? Maybe play a while to experiment with different situations...
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 03, 2013, 09:18:02 pm
I guess I'll have to take your word that the weapons become useful later, so I can't really comment on most of that yet, but I can say it's not difficult at all to hit the space bar with your thumb while keeping your fingers on wasd.  Many, many games expect you to do just that.  And you can always have both F and space bar be jump keys.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: zsbzsb on October 03, 2013, 09:26:30 pm
I play tested this some (1-1, 1-2, and 1-3 are all complete), good job with it :D In 1-1 don't remove that gap, if people can't jump it then there will be no way to complete the other levels  ;)

I think customizable keybinds would solve everyone's problems with the 'f' vs 'space' for jumping. I personally played it with my right hand on the arrow keys and with my left hand on 'f'.

I know before you didn't want to change the 'up' arrow button to jump because that is used to climb ropes. But I think a good approach here would be to allow 'up' arrow to jump (of course keep 'f' or 'space' for jumping also) when not on a rope. Because several times I caught myself pressing 'up' and nothing would happen  ???

Overall I like it so far, keep up the good work.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 03, 2013, 09:30:33 pm
Actually Zloxx can jump while on a rope, and I found this was necessary to get certain coins, so that's not an option.

Not that the bindings are a big deal anyway.  I just wanted to ask because F is such a bizarre choice.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: zsbzsb on October 03, 2013, 09:37:30 pm
Actually Zloxx can jump while on a rope, and I found this was necessary to get certain coins, so that's not an option.

I understand that, that is why 'up' arrow should only jump when off a rope and should climb up when on a rope. Jumping while on a rope would still be achieved using the other default jump key.

Or maybe I am just spoiled on the way mario jumps/climbs with the same key  ::)  It would sure make jumping and grabbing a rope to be much easier if it could all happen with a single key.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 03, 2013, 09:41:11 pm
Having the jump key change depending on what you're doing seems less intuitive than having it be the same key all the time (even if that key is F).  You're probably overthinking this.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Oldie on October 03, 2013, 10:58:22 pm
I got past that difficult jump in 1-1, then completed 1-2 and 1-3, but gave up in 1-4 at that double-rope part after 100 tries. :-\
The game sure is challenging. What I miss most is the faculty to run, because it feels a little slow...
I must say the music is nice, especially in 1-3!

I think customizable keybinds would solve everyone's problems with the 'f' vs 'space' for jumping.
This is precisely implemented in the SFML Game Development Book! :P

Or maybe I am just spoiled on the way mario jumps/climbs with the same key  ::)  It would sure make jumping and grabbing a rope to be much easier if it could all happen with a single key.
Unless I am seriously mistaken, Mario jumps with one fire button and grabs a rope with the up-arrow.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 03, 2013, 11:27:25 pm
Thanks for all the feedback! Nice to hear some people actually play it :)

Having the jump key change depending on what you're doing seems less intuitive than having it be the same key all the time (even if that key is F).  You're probably overthinking this.
I agree, I don't think mixing climb up and jump is a good idea.

This is precisely implemented in the SFML Game Development Book! :P
And as an author, I don't even have an excuse :D

Since this seems to be a requested feature, I'll see if I once find the time to implement custom key bindings.

I got past that difficult jump in 1-1, then completed 1-2 and 1-3, but gave up in 1-4 at that double-rope part after 100 tries. :-\
Apparently ropes are still quite challenging ;) if you read the beginning of this thread, you'll see that already other people had problems, as a result of which I simplified the mechanism. But I can't make it too easy, later you'll have to swing over blazing lava, where you can't afford any mistakes! :D

In this particular scenario from level 1-4, you should go to the very bottom of the rope (note that not the whole body must cling to it in order to hold), and then jump to the right. A mistake I've seen at some friends is that they press the right arrow before F, thus Zloxx leaves the rope and can't jump mid-air.

The game sure is challenging. What I miss most is the faculty to run, because it feels a little slow...
Are there level parts which are too boring because you have to walk too long (if so, which ones)? I have tried to keep it more or less interesting with either enemies or platforming elements, or at least a beautiful scenery :P
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 03, 2013, 11:39:50 pm
I almost requested a run feature myself in earlier posts, though as I got farther in there were fewer parts that were boring due to lack of running (eg, walking left for 10 seconds to get a coin, then walking right for 10 seconds to get back to where I was) and more parts where the level design would clearly be broken if running was an option (eg, in 1-3 there's a one-square high corridor with arrows flying at you which would be way too easy with running).  So I'm honestly not sure what the solution is.

For ropes, I do think it'd be nice if the collision box was a little bit wider, since there were many times I just tapped left or right and started falling off without meaning too, and when catching a rope it's really easy to catch it for just a split second then fall off the other side.  Otherwise I think it was just fine.

I'll play some more levels later to make sure the whole thing is beatable, since it seems like I'm the only one who never gets stuck =P
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Oldie on October 04, 2013, 12:03:53 am
Apparently ropes are still quite challenging ;) if you read the beginning of this thread, you'll see that already other people had problems, as a result of which I simplified the mechanism. But I can't make it too easy, later you'll have to swing over blazing lava, where you can't afford any mistakes! :D

In this particular scenario from level 1-4, you should go to the very bottom of the rope (note that not the whole body must cling to it in order to hold), and then jump to the right. A mistake I've seen at some friends is that they press the right arrow before F, thus Zloxx leaves the rope and can't jump mid-air.
I must have tried every combination of position and action but the right one.

Quote
Are there level parts which are too boring because you have to walk too long (if so, which ones)? I have tried to keep it more or less interesting with either enemies or platforming elements, or at least a beautiful scenery :P
Agree with Ixrec just above.

It is probably very difficult to find the perfect balance between gameplay and player input. For example, ropes are already difficult just by themselves, and even more when combined with the need to perform a pixel-perfect, pressing-perfect jump to the next platform. Such movement should be easily learned because it is not fun to retry that so many times. :P
But from what I hear, the global gameplay revolves around very precise movement, so maybe this is the point of the game: to make us suffer? ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 04, 2013, 12:17:07 am
In 1-4, there were a lot of blind falls (ie you couldn't see far enough down to tell if the fall was safe) which is always very bad in a platformer.  The arrow sprite also felt far too small, as there were a number of times when I only barely saw it in time to avoid it.  Before I always saw the shooters before the arrows so I didn't have that problem.

2-1 seemed fine, though I have no idea how to get to the "treasure."

2-2 is a massive pain in the ass.  I'm not sure I can pin down why exactly but I just die way too quickly and easily and have to redo everything over and over.  And not in a fun way.
Oh, and the spikes were also too tiny.  Even though I read the sign I didn't see them on the pterodactyl until after I got hurt falling on it.

I should mention that aside from the weapons thing (which are still pretty useless btw), there seem to be quite a few places in Zloxx where a jump feels like it's pixel-perfect, even when it's not (that one people got stuck on in 1-1 is a perfect example; the margin for success should be more than a couple pixels), and that contributes to a general sense that I'm not as in control of the platforming as I should be.  The occasional places where I just can't see far enough down or to the side to decide where to go aren't helping either (that's part of the reason I'm only halfway through 2-2 still).

Edit:
2-3 is also pretty frustrating though definitely not as bad as 2-2.  I still find myself constantly repeating things I've already done because I die far too quickly in parts of the map I haven't memorized yet.  On the plus side, I finally had a reason to use weapons because of the fireball-spitting enemies, but I definitely stand by what I said above about always forgetting which button is which weapon.  I think I'll stop here for now.

P.S. For the record I'm a huge fan of N - Way of the Ninja (http://www.thewayoftheninja.org/) so I'm no stranger to tough platformers.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 04, 2013, 12:50:16 am
Okay, I wasn't aware the gameplay is experienced as such a pixel-perfect/precise movement. The jumping on platforms itself is rather easy in comparison with other jump'n'runs, because tiles are big and there is no acceleration or friction. However, I see that special elements such as ropes or variable jump heights can make things more difficult. I'll probably have to find a good trade-off here; I don't want to simplify too much either. When playing myself, I rarely struggle with those mechanics, so it's probably really a matter of practice. But I might have to make this less frustrating to learn.

In level 2-2, you simply have to go to the top. Sometimes there are several paths (e.g. you can choose a detour to collect more stuff), and the jetpack also offers the possibility to shortcut parts. There are also some arrows to direct you, but it's possible that there are still ambiguities. But then again, most of the levels are very linear, some people don't like that either (but you'll enjoy 3-4 with even more possibilities ;)).

Since you've read the sign about enemies with spikes, why didn't you watch out carefully (especially because the enemies are right next to it)? :P

The blind falls can indeed be fixed.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 04, 2013, 01:08:57 am
Well, I was watching, but I still didn't see the spikes on that enemy until it was too late because they were just too small.

I'm fine with linearity.  I never said I was getting lost (though I never did find any detours).  It was very obvious the general direction was up.  The problem was that I just died and had to redo things way too often.  The visibility problem I was referring to was a couple of blind jumps, and one place where disappearing platforms forced me to keep moving left right into a set of spikes which I'm convinced are unavoidable (if I slow down to wait the platform I'm on will just vanish), so I had to have more than 1 health when I got to that spot.

The jumping thing isn't a matter of learning curve, it's that there are quite a few jumps where the margin of error is only a few pixels instead of a full tile.  Precisely because the physics are so simple I know it's the actual jumps and not me executing them badly.  And most of these have nothing to do with variable jump height (after 1-1 I've never needed low jumps except for dodging projectiles), though a few of them did involve ropes.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Ixrec on October 04, 2013, 02:18:34 am
2-4 was pretty good, but mostly because one of the checkpoints was right under a ? with an extra life, so I got infinite retries from that point, hence far less tedium and frustration than the rest of world 2.

Honestly, I think you should just scrap the lives system entirely.  imo that's an outdated system that only made sense back when games were in the arcade and deliberately designed to be frustrating so as to get more quarters out of you.  Forcing people to redo the first half of a level because they died too many times in the second half just adds tedium, not difficulty (though bonuses for dying less are fine of course).

Edit:
3-1 actually fun except for one very egregious blind fall from a rope that kills you if you don't know to go left.  Would've finished it in half the time if it wasn't for that cheap shot.

3-2 I thought those sharp-looking bits of foliage on the sloped ledges would hurt me so I wasted time trying to jump over them :/
Title: Re: Zloxx II - An action Jump'n'Run
Post by: AlexAUT on October 06, 2013, 03:13:55 pm
Thanks Nexus! For the great experience! I think this is the best platformer I've played in my life (yes in my opinion it beats super mario).

Feedback:

Pro:
*The music really fits every part of the game perfectly.
*Graphics, 3 different themes, all look very well.
*Options (Fullscrenn, music volume etc)
*Performance no micro laggs or something like that
*Really really good level design!
*Different kind of levels
*Difficulty(*)
*Windows and Linux (both versions worked for me)

Contra:
*Difficulty(*) Add different difficulties (Easy:5lifes, 5Healthpoint; medium: etc) (Please a no checkpoint mode  8))
*Keybindings, maybe you should implement custom bindings
*In my opinion the hitbox of the ropes are too small

@Difficulty: It's not a game for  causal-gamer. Without any 2D-platformer experience you will fail and won't be able to complete the game. But I really prefer challenging (Kroniax  ;D ). The "Massive airstrike" is so funny.

Funny fact: The hardest jump was in level1  :-[ .

AlexAUT
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on October 07, 2013, 11:14:00 pm
Thanks for the feedback! I like to hear it's your favorite jump'n'run, AlexAUT, I honestly haven't expected that :)
It's also nice that people enjoy the music and the graphics style, for the latter my recent improvements turn out to be worthwhile.

The opinions seem to differ quite a bit. Concerning difficulty, I definitely want to keep a challenge, but Zloxx is not supposed to be overly frustrating. My conclusion so far is that I should improve parts that require very exact handling (like the rope) and level ambiguities (like blind falls) in order to keep the fun.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: grok on December 29, 2014, 05:56:05 pm
My first impressions from the game!

* it is weird not being able to change the game settings while playing. For example I decide to tune the music settings. Pressing "p", then "ESC" quits the current level and then, after we change the settings, we must start the level from the beginning. Quite annoying.

Apart from that everything is great!
Title: Zloxx 2.3 released!
Post by: Nexus on May 08, 2015, 07:59:58 pm
Zloxx 2.3 released

[Link to my homepage] (http://www.bromeon.ch/games/zloxx/)

Once more, I've found a bit of time to work on my passionate platformer project 8)

Version 2.3 features a variety of major enhancements in gameplay, graphics and user interface. Many of them are the reaction to feedback from this thread, thanks for that!


Completely redesigned menu
Unlike the static menu with the boring brown buttons before, menus themselves are now game levels! As you switch through the different menus, you can already see a decent amount of the game's graphics and even a few enemies. Beneath a floating title, buttons are embedded into the levels. The following image shows a little excerpt. Furthermore, I added an upbeat music theme to welcome the player :)

(http://www.bromeon.ch/games/zloxx/zloxx-menu-excerpt.png)

Acceleration physics
I enhanced my physics routines to cope with acceleration. This is most noticeable for Zloxx himself: controlling him feels now much smoother and more dynamic. The acceleration also adds to the platforming challenge (it's no longer trivial to land on the right tiles or lifts). Since it takes now time to bring Zloxx up to speed, I made him move slightly faster to compensate for wide standing jumps.

Rope clinging
I decided to try a new approach regarding rope mechanics. While clinging to a rope, Zloxx moves now much slower to the right and left. This makes it considerably easier to catch ropes (too easy? ;)). On the downside, it is a bit more difficult to leave a rope to the side; but usually you jump from a rope, which works like before.

Animated scenery
Many scenery objects, such as grass, torches or volcanos are now animated. Clouds move up and down. Some tiles and scenery objects can now glow like lava or acid. This intends to give the levels a more lively feeling, while not drawing too much of the player's attention.

Improved pause menu
The in-game pause is now an actual menu with a design consistent to the other menus. It is now possible to change the settings (graphics, music, key bindings) from the game, without restarting the current level.

Key bindings
A repeated critique point was the unconventional key controls. You can now customize the keys in the options menu, even in-game.

Level-design fixes
Several blind falls, invisible ceilings and some other imperfections have been corrected. Some boring passages have been redesigned. The acceleration physics made it also necessary to adapt a few gaps and rope jumps.

Other adjustments
There are still some issues with the Linux build (which I could resolve quicker if Code::Blocks had a reasonable debugger), but I'll try to release it as soon as possible.

Hope you enjoy the new features!
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 08, 2015, 08:48:10 pm
Sounds great, nice additions. I will try it, hopefully it will run through Wine. :-)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 09, 2015, 12:43:58 am
Oh nice, didn't expect an update here! :)

I'm not sure exactly why, but your lazy loading of the effect sounds is noticeable, i.e. when I first pickup a coin, hit an enemy, crack a box, pickup some item, get killed, lose a health point, etc. the game will freeze for 1-2s to load the sound file (I assume). After it was loaded once it won't freeze any more.

Now that we can remap the keys, it would be quite nice if the instruction texts could adjust to that or say the "default key" or something like that.

The "Rocket", "Rolling Bomb" and "Mines" keys only show up in the options after you obtain them in-game. Maybe you want them to be a "surprise"? But it's more annoying if you have to pause the game to rebind them instead of being able to to bind everything in the beginning.

Sometimes when you land on a slope while moving it can happen that the "collision" algorithm fails and you're not able to jump.

For me personally the character slides a bit too much on the ground now. It sometimes feels like you're walking on ice, but I assume that's more personal preference. It makes the labyrinth part in level 2 even more annoying and just wants to make me quit...

Maybe if I get over my frustration I'll find more points. Nice update though! :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 09, 2015, 01:05:19 am
No joy with Wine. :( I'll wait for a Linux build then.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 09, 2015, 02:24:25 pm
eXpl0it3r, thanks for the feedback! I agree with most of your concerns... I noticed quite a few imperfections short before releasing... But it would have delayed it even further. I can't promise though when I'll get the time to fix them, first priority is Linux build now ;)

I also found that the lazy loading is remarkable, but I thought it was just my computer, as nobody mentioned it for earlier versions. I think it's better if I pre-load the resources, either at the beginning or when starting a level.

Yes, I didn't want to spoil the availability of rockets, rolling bombs and mines from the beginning. There's another unlockable key for the jetpack. Out of curiousity, what key binding are you using?

About the slope collision: does it mainly happen when you climb a slope, then switch directions (so that you're facing downhill) and want to jump right after? Or even when you walk downhill continuously?

Sliding is in its first version and thus still somewhat experimental, but it definitely makes some parts more challenging (which is also intentional to some extent). I think the labyrinth may require some deeper thought, it seems like everybody hates it :D any ideas how I could improve it? Maybe a larger-scale labyrinth where the corridors are bigger and there are also enemies and everything?
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 11, 2015, 02:53:25 pm
I wanted to update my Ubuntu distribution (12.04 -> 14.04) because I couldn't meaningfully update Code::Blocks alone, and the version I had was a huge pain to work with. After the distro update taking a whole night (!), the filesystem was corrupted, preventing me from booting. Even with a live USB key and Windows' chkdsk I wasn't able to restore the filesystem, so I decided to reinstall everything, as I didn't feel like wasting more hours debugging and configuring. Coincidentally the development of Wubi (the Linux system hosted on a Windows partition) has been discontinued and is no longer available officially, but I'm sure I'll find another version. I can't install a regular dual-boot because the Windows partition can't be shrunk more than a few megabytes.

In any case, that was yet another nice lession to learn about Linux... and it's really unfortunate, as I planned to come up with a Linux build for Zloxx during the weekend. Under these circumstances it may take quite a bit longer longer. Considering that now nothing works anymore, I also have to set up the whole build chain again, including SFML, Thor, Boost and all their dependencies. Sorry guys :-\
Title: AW: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 11, 2015, 03:19:27 pm
Ah man :(

Had to reconfigure things on my server after a dist upgrade, at least it kept running.
If you want, I might still be able to make a build on my Debian VM.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 12, 2015, 01:24:24 pm
Nexus, why don't you use a virtual machine? I'm sure you can even work things out without a graphical interface (because installation is very quick in that case, and setting up the development environment as well; since you use CMake anyway, it should be easy).
Title: Zloxx 2.3.1 released!
Post by: Nexus on May 12, 2015, 08:49:08 pm
Zloxx 2.3.1 released - Linux support

[Link to my homepage] (http://www.bromeon.ch/games/zloxx/)

I eventually managed to overcome the problems and installed Ubuntu 14.04 (there was a Wubi version hidden in their live USB). As usual, it didn't work directly, I had to fiddle with the boot loader (http://askubuntu.com/q/453411) before being able to even log in. The first provided answer is just a temporary solution which has to be re-applied every time on startup; the second then did the job. I will never understand why these basic things can't just work -- does Canonical not even test if major operating system releases labeled "long-term support" function? Bugs are one thing, but being broken to the point where the system doesn't boot, in a fresh installation, is totally unacceptable in my opinion.

Anyway, the Linux build is available now :)

I used the opportunity of version 2.3.1 to implement some of eXpl0it3r's suggestions:

I hope the Linux build works... I'm never sure with shared libraries. I've put SFML, Thor and Boost inside a ./Runtime folder because the C++ ABI is mostly binary-incompatible and you need exactly the same version. For SFML's dependencies, which are C libraries, I assume that they are installed on the target system. Same for g++ runtime libraries.

Tank, yes, the VM would be an option... I prefer native systems though if possible, as they give me the full flexibility and performance. In the past things have worked relatively well. I must just memorize to never touch the running system anymore :D
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 12, 2015, 09:13:51 pm
In your case it's definitely Wubi who is to blame. What a mess, I can feel your frustration.

VMs nowadays use hardware virtualization of your CPU, so there's literally no overhead. Some GPUs can also be directly used. It's for sure good enough for building software and seeing if it works. Just so you know that this alternative is at least better than Wubi destroying your data. :-)

Thanks for the build, I gonna try it tomorrow!
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Lo-X on May 12, 2015, 09:19:14 pm
Yeah I never had any problem with Ubuntu instalations (nor a lot of other distributions) but I don't know what this Wubi thing is.

Anyway, I tried your game on Linux Mint and it works very well! Thanks for the effort you put in the linux support!

I just have one think to say: You would prefer to archive the game in a ".tar.gz" archive instead of "7z" if you want to be sure anyone on linux can extract it, even if default common archive manager handle 7z (afaik, Ubuntu and Mint ones do)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 08:58:23 am
It works, yay! :)

Here are some points from me:

I stopped at 2-2 because I lost everything and the first two puzzles made me angry. :D

In general I really enjoy the game. The graphics are neat, the music is ok. The difficulty, at least for me, is really tough at some spots. I don't like that you can lose everything, because there are some spots that require experimentation, at the cost of losing lives. But yeah, one can live without weapons, so I guess that's alright.
Title: AW: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 13, 2015, 09:31:07 am
The controls are a lot better!
As for the labyrinth I think all that would need to be done is increase the time the spikes are hidden. The thing is doable but it takes ALOT of patience and you always have to stop and wait a few cycles to be sure to be in sync.

I mean passing the spikes is one thing, but having to jump up or down onto a spike platform and then having to move forward takes millisecond precision. If you jump when the spikes are down, you're too late, you really have to wait and jump as soon as the spikes are in the process of going down. And if you hang somewhere you already lose energy.

One other thing that can make the rather frustrating is when enemies spawn when you're about to land on that spot.
It's a great mechanic but I think it's overused. Sometimes the movement on platforms while dodging arrows is hard enough that one doesn't need extra surprises.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 10:02:03 am
Let's record when we play, eXpl0it3r, so Nexus can see where we mess up. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 13, 2015, 10:27:00 am
Thank you both for the nice feedback!

Recording would be awesome, and definitely funny to watch! :D
And I think it would really help me get a feeling where other players struggle.

I think one problem with the labyrinth is also that it comes quite early. Only the third level, and it's definitely the biggest challenge in the Forest/Meadow area (levels 1-x)... Maybe I should put it further back. Or provide a life before the labyrinth.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 10:47:29 am
Disclaimer: It was the first time I met the ropes. :P

https://youtu.be/90uYL4dCGp0
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 11:20:24 am
Mastered 2-2, but 2-3, wow, that's hard. I'm at where the 3 ropes are, I had 4(!!!) lives (earning them was hard), lost them all because I always concisely missed the third and shortest rope, thus falling down into lava. Some spots really make me ragequit. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 02:47:03 pm
"While you are reading this, a rock strikes you". Seriously, stop that. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 13, 2015, 02:49:28 pm
Your video is great, thanks a lot! :D

Haha, I know that spot in 2-3. Formerly, it was not a problem for me, but during testing, I also died the first time because I wasn't used to the acceleration. I think I could make it a bit more forgiving (either longer rope or with a saving platform beneath).

"While you are reading this, a rock strikes you". Seriously, stop that. ;)
;D
Okay, I admit this one is mean. Were you struck? :P But most signposts contain quite useful information, even though you sometimes have to read between the lines.

But that means you've made it past that point in 2-3, congratulations! 8)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 03:08:50 pm
Quote
either longer rope or with a saving platform beneath
The puzzle itself is nice! So I guess a saving platform might be a good idea. By the way: I simply oriented myself to the next coin to the left: Just move Zloxx' eye right below it, and the jump will succeed. lol (I've done that several times already in the game, as some kind of marker.)

Quote
Okay, I admit this one is mean. Were you struck?
Well, I had one battery charge left, and one life. So guess how happy I was. ;) The joke was alright, but maybe give the player a charge before you show him your humor. :D

Quote
But most signposts contain quite useful information, even though you sometimes have to read between the lines.
Indeed, most of them are very useful. After the "trick" I always look up before going to one, though. Bitten dog.

One question though: In 2-1, if I remember correctly, there was a sign that said "It's not the first time you see the red thing. What did it mean last time?". I absolutely don't know what it meant, and given that I discovered that triangle some more times, I'd like to know what it's all about. :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 13, 2015, 03:54:21 pm
Well, I had one battery charge left, and one life. So guess how happy I was. ;)
Really? :D
I honestly didn't expect anyone to really die there, let alone be game over! But apart from needing to redo the level, you have to admit it was a bit funny :P but sorry!

One question though: In 2-1, if I remember correctly, there was a sign that said "It's not the first time you see the red thing. What did it mean last time?". I absolutely don't know what it meant, and given that I discovered that triangle some more times, I'd like to know what it's all about. :)
Yes, nobody who played the game has really noticed or understood that, I need to make it more prominent or relevant somehow. It's not spectacular...
(click to show/hide)

There are also some other subtle hints in the environment (e.g. one in the 1-3 labyrinth), but I don't want to spoil too much here ;)
This definitely has still a lot of potential, I think I could give a more "adventurous" feeling with such symbols.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 13, 2015, 04:47:13 pm
Here's my 52min gameplay from start to 2-3. I seem to get some odd behavior while recording, especially with VSync enabled the movement got really sluggish and without it, I got a bit of tearing.

http://www.youtube.com/watch?v=3uiP8feDmu8

Here are the issues I ran into, some of which you will also find in the video:

If you start the game and quit it directly, the background thread will block the closing of the application and the application seems to freeze.

Not really a bug, but it's really sad that the only way to get a highscore registered is to "properly" exit to the menu. Can you just save highscores when finishing a level?

Keybindings are broken in multiple ways. When I tried to assign the Escape key to the Pause menu, it just didn't work and I assumed that the Escape key can't be bound. But then when I got the jetpack for the first time, the default key for it was suddenly "Escape" even though I had no chance at setting the key before, thus I assume when I tried to assign it to the Pause menu action it actually assigned it to the jetpack action.

zsbzsb said on IRC that you can assign the same key to multiple actions but if you do that, then the key simply doesn't do anything anymore. I believe this might have also happened to me at the end, because the Escape key didn't bring up the Pause menu. If there's an additional key after the jetpack, it might have also gotten the Escape key assign (see bug above) and thus Escape was bound to two actions and simply stopped working.

In addition to what I said about the spikes not staying down long enough, another major issue is that the player doesn't lose the inertia when running/jumping into a wall. So you can jump into a wall, land and then out of nowhere just move forward (into the spikes). This might only be useful when trying to jump onto a platform, but I've never seen a platformer that does this. If you jump into a wall you lose all your speed an inertia.

I think 2-3 is hard enough, making the platform move under the rope in the beginning wouldn't hurt the game.

Maybe I missed something, but you should find it in the video. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 13, 2015, 06:53:07 pm
Also a very cool video! You guys are amazing, I really appreciate your feedback! :)
Thanks for taking the time!

Not really a bug, but it's really sad that the only way to get a highscore registered is to "properly" exit to the menu. Can you just save highscores when finishing a level?
Do you mean savegames? The idea was that you can use the transitions between levels to decide whether you want to continue playing or have a break, and continue later. Do you think you should be able to restart the level with the previously saved attributes? Then, the final highscore when beating all levels would not make sense anymore...

zsbzsb said on IRC that you can assign the same key to multiple actions but if you do that, then the key simply doesn't do anything anymore.
Yes, I should explicitly forbid that, and also add a few more checks to prevent the strange situations you've described.

In addition to what I said about the spikes not staying down long enough, another major issue is that the player doesn't lose the inertia when running/jumping into a wall.
Totally. I completely missed that when testing, and I re-played all levels for v2.3. Should be easy to fix ;)

I think 2-3 is hard enough, making the platform move under the rope in the beginning wouldn't hurt the game.
Hm... It's really a challenge, but you're warned twice (you have to look for the warnings, there's not a lot to see at the beginning of 2-3). Since it's at the very beginning, you can usually restart the level, but yes, you lose a few weapons. Maybe providing a reference point as you said in the video would also simplify it.

Some remarks:
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 13, 2015, 10:02:48 pm
Nexus, it was funny until I got killed. :D No really, it was amusing. Thanks for the red triangle hints - too bad, I expected something special. ;)

Regarding the lattice: I found that out relatively quickly, I guess it's really okay to let the player experiment.

Actually I really enjoy the difficulty of Zloxx, it's like in the good old days without health regeneration etc. Yes, the game pissed me off a lot, but in a challenging way. I have always had to come back to it and try again. If hard situations are predictable I'm fine with them. And hey, it gives an extreme good feeling when you master another !#*@%& situation. :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 13, 2015, 10:17:09 pm
Do you mean savegames? The idea was that you can use the transitions between levels to decide whether you want to continue playing or have a break, and continue later. Do you think you should be able to restart the level with the previously saved attributes? Then, the final highscore when beating all levels would not make sense anymore...
Ah well I just had a different highscore system in mind. Guess the current system is just fine. ;)

I re-played all levels for v2.3. Should be easy to fix ;)
Yay!

Hm... It's really a challenge, but you're warned twice (you have to look for the warnings, there's not a lot to see at the beginning of 2-3). Since it's at the very beginning, you can usually restart the level, but yes, you lose a few weapons. Maybe providing a reference point as you said in the video would also simplify it.
Well, I just don't see any use in it other to frustrate people. In my opinion the first action in a level should be easy doable, so you already get some satisfaction in progression, instead of "Yes! A new level!" - "Hahahaha, you can't even move a few tiles from the spawn, you're so bad at this!". ;)

You say that one should collect coins prior to enabling the checkpoint, so that one would not have to do it again. Actually, the opposite is true: if you activate the checkpoint first, you can collect them twice (you only lose a life when dying, everything else is retained). This is even more important for items and hearts.
Well that's one view. I usually like to collect everything I see and progress. If I get to a difficult part and respawn 3 times, it's really boring have to spend the first minute of the respawn collecting the same items over and over again. I guess if you're playing it for the highscore your strategy might be better.

There were some very cool situations :D once at the end of 1-3, you killed the enemies near the end and were almost there, and then jumped right into an arrow. Saying "jetpack fun" and jumping straight into lava looked also hilarious :) I only realized the key binding bug later.
Well maybe cool for YOU! :P

I guess, I could record my future attempts, so you can laugh a bit more at my failures. ;D
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 14, 2015, 01:47:26 pm
Well, I just don't see any use in it other to frustrate people. In my opinion the first action in a level should be easy doable, so you already get some satisfaction in progression, instead of "Yes! A new level!" - "Hahahaha, you can't even move a few tiles from the spawn, you're so bad at this!". ;)
That's not really my intention ;)
But it makes people realize that they can't just run through levels, they have to be careful -- and read the signposts, trying to truly understand them. If you take your time to observe the lift, you'll see that it doesn't come very close to the rope, and can plan accordingly.
Besides, I think having it at the beginning of the level is far less frustrating because you can restart at any time with 3 lives. If it were immediately before the end, and you'd have to redo the whole level, it would be much worse.

Well that's one view. I usually like to collect everything I see and progress. If I get to a difficult part and respawn 3 times, it's really boring have to spend the first minute of the respawn collecting the same items over and over again. I guess if you're playing it for the highscore your strategy might be better.
The result is the same if you collect - save - continue or save - collect - continue. In the second case, you additionally have the option of collecting things a second time. This can be (literally) a life-saver ;)

Well maybe cool for YOU! :P
No, really -- it's very interesting to see others play your own game, especially if they comment about what you think. There's a lot of things that one doesn't realize as a developer, that's why I find it so valuable :)

Actually I really enjoy the difficulty of Zloxx, it's like in the good old days without health regeneration etc. Yes, the game pissed me off a lot, but in a challenging way. I have always had to come back to it and try again. If hard situations are predictable I'm fine with them. And hey, it gives an extreme good feeling when you master another !#*@%& situation.
Cool to hear that :)

And I just saw your video at Twitch (http://www.twitch.tv/tankbo/b/658867015) -- it's absolutely great, thanks a lot! 8)

About the signpost with "but always consider that the way behind you can be interesting as well": it's not meaningless. Signposts never are ;) and except for the few ones that obviously mislead you ("a rock strikes you"), reading them carefully and thinking about what I may have meant with them will help you in the level. Sometimes it's crucial to understand the game's mechanics or dangers, sometimes it can earn you nice bonuses.

Something I don't quite get though is that you both save your weapons until you die and can't use them anymore. And I think nobody ever used a mine... Tank, the section in 3-4 where you died a lot would also equip you with 3 additional rockets each time (the [?] box is right above the falling spikes) ;)

Also, I noticed that the background was not seamless when repeating. Strange, this didn't occur at me...

I'll give my best to fix some severe bugs until tomorrow... If you have the patience, you can play the rest of the game in an improved v2.3.2! :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 15, 2015, 10:13:58 am
Haha, I can imagine that watching the video as the game's developer is indeed funny. I also watched it again and I'm impressed by my failure ratio. Disclaimer: It was really late. ;)

It's also interesting to see how fast one "learns" to solve the harder spots. At first you are all like "No, this is impossible to do.", but with 1-2 lives of practice, it usually works. I even am fine with the frustration I get, but at some spots there could be more checkpoints. Going through a tough puzzle is challenging already, but having to go through 2 puzzles again after dying is sometimes annoying.

About the signs: Absolutely, and I guess I should just have went through the teleporter again to go back further. But like I said multiple times in the video: I don't plan to violate the no. 1 rule of Zloxx gameplay: Don't care of the special boxes or coins if that means leaving the main path -- you might regret it. :P

I personally save the weapons out of 2 reasons: 1) I forget about them, because most situations are perfectly solvable by jumping on enemies. 2) I want to save them for really hard situations. I play like that in all games, though, meaning I usually only rarely spend earned power-ups/extras/weapons.

The background tiling "bug" is one I wanted to report, I just forgot about it. If there's anything valuable you need for solving it, feel free to ask. GPU is an NVIDIA GTX 660 Ti.

I'll wait for 2.3.2 then before continuing. Thanks :-)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 15, 2015, 10:59:45 am
I really don't know what it is and whether it's because of my PC, but loading resources takes quite some time. So if I start the game, click through the menu and load a level, the game might freeze for another 30s or so. Do you experience something similar? Are you certain the resource loading is not doing too much work somewhere?

Also if I switch away from game while it's in a "frozen" state, it fails to switch to the pause menu. Since you use SFML 2.3 you could check the focus explicitly again before a level starts.

While trying out some speed running, I came across a bug (or is it a feature?) that lets you circumvent one of the enemy spawn triggers. If you just as the green arrow in the picture blow shows, the two running enemies don't spawn where Zloxx stands.

(http://i.imgur.com/gFXyxkW.png)

Not sure if a bug or a feature, but if you die and restart the level the music will start again from where you left off before dying. Shouldn't it fully reset?

Also when only having VSync active, do you still do some odd calculations? Because on my desktop as well as my notebook I get very sluggish movement with VSync active.

Movements that can be limiting:
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 15, 2015, 12:58:06 pm
I really don't know what it is and whether it's because of my PC, but loading resources takes quite some time. So if I start the game, click through the menu and load a level, the game might freeze for another 30s or so. Do you experience something similar?
Yes, but not that long, usually only a few seconds. I'm loading all the sound effects in one thread as soon as the game starts, and I join the thread when the level starts, to make sure they're loaded when needed. The problem is, I don't really know how I can avoid resource loading taking time. Even if I parallelize it further, the hard disk will be the bottleneck. There are the following trade-offs, and neither is optimal:
The only thing I could imagine is to make a smart analysis of the level and determine which sound effects are used, and when. Then I could load further during the level. The "when" part however is close to impossible, as there would be a deep analysis of all possible paths Zloxx can take and the sounds he can trigger on the way. With teleports and remote triggers, the computing time for such an algorithm itself will explode ;)

What I can do is have another look at the loading with a profiler, and see if there's optimization potential.

While trying out some speed running, I came across a bug (or is it a feature?) that lets you circumvent one of the enemy spawn triggers.
There are a few ones where it's indeed intended, but yours isn't one of them. Thanks!

Not sure if a bug or a feature, but if you die and restart the level the music will start again from where you left off before dying. Shouldn't it fully reset?
I did this to reduce the annoyance, letting the player hear different parts of the theme, not always the beginning. But yes, it may appear strange, I could restart it indeed.

Also when only having VSync active, do you still do some odd calculations? Because on my desktop as well as my notebook I get very sluggish movement with VSync active.
I have to revisit this code. The whole frame time computation is a bit limited because when I started to develop Zloxx half a decade ago, I didn't use separate graphics and logic ticks, and several parts in the code rely on that. I'm not even sure if providing VSync at all is a good idea under these circumstances. I'll see what I can do :)

When on a rope and you're going up (pressing UP) and then want to jump left or right and press JUMP + LEFT/RIGHT while accidentally still holding the UP key, Zloxx will just jump a bit higher on the rope and not go left or right.
I never encountered this... You don't need to hold the up key to hold on to the rope, so you can release it long before. Since up is needed to cling to a rope, I can't just disable it, because it's very well possible that one jumps even to grab the same rope again.

Holding the JUMP key won't repeat the jumping, as such if you press the JUMP key a few milliseconds before Zloxx really landed, the jump won't register. If instead a jump were to be triggered when in contact with the ground and the JUMP key is pressed, jumping would be less of a millisecond precision act.
Yes, as explained here (http://en.sfml-dev.org/forums/index.php?topic=8403.msg56489#msg56489), this is intentional ;)
I really think this is part of the challenge, just holding the jump key to jump again would be too easy.

Same goes for jump + holding on enemy for a higher jump.
No, here you can hold the key before landing on an enemy. There's no other possibility, because the time you actually touch the enemy is just one frame, which is impossible to hit.

I guess with all those things I won't be finished with the next version today :D
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 15, 2015, 02:55:28 pm
Yes, but not that long, usually only a few seconds.
I don't really know what it is either. I just takes way too long and my SSD isn't the limiting factor here either. Tank said it works fine for him...

The problem is, I don't really know how I can avoid resource loading taking time. Even if I parallelize it further, the hard disk will be the bottleneck.
Pre-loading is fine. If it turns out to really just be a long loading time, you could think about not directly joining the thread, but instead have some flags to check if the loading is finished and if not, keep displaying some text showing "loading resources" or whatever.

What I can do is have another look at the loading with a profiler, and see if there's optimization potential.
If it doesn't happen on your system you could create a debug build which I could try and profile it and provide you that data. Maybe it's just my system after all?

I did this to reduce the annoyance, letting the player hear different parts of the theme, not always the beginning. But yes, it may appear strange, I could restart it indeed.
It doesn't really matter, I'd have just expect the music to start from the beginning again, since the full level reset.

I never encountered this... You don't need to hold the up key to hold on to the rope, so you can release it long before. Since up is needed to cling to a rope, I can't just disable it, because it's very well possible that one jumps even to grab the same rope again.
Really? I guess you're just used to it then.

I'm trying to gain height to jump to the coins, but while still (accidentally) pressing up, I want to jump to the left, but all the jump does is grab the rope again. Here is an examples from my video. It's hard to spot, but you see me "jump-move" on the rope slightly: https://youtu.be/3uiP8feDmu8?t=455

I just tried Commander Keen and there's a noticeable delay before holding the UP key while jumping grabs the rope again. So like you jump and 0.5s or so he grabs the "rope" again. With Zloxx you sometimes don't even notice the the jump key was pressed and it feels more like glitch.

Yes, as explained here (http://en.sfml-dev.org/forums/index.php?topic=8403.msg56489#msg56489), this is intentional ;)
I really think this is part of the challenge, just holding the jump key to jump again would be too easy.
As I said a looked a bit at Commander Keen and they implemented the jumping, that when you hold the key nothing happens, but when you repress the key in mid-air and keep it holding, the jump will get triggered again once on the ground. As such it's not senseless repeated jumping, but your input will get processed. Then again I guess this all a matter of taste. I'd just like it if Zloxx was a bit more forgiving.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: shadowmouse on May 15, 2015, 03:05:45 pm
The problem is, I don't really know how I can avoid resource loading taking time. Even if I parallelize it further, the hard disk will be the bottleneck.
Pre-loading is fine. If it turns out to really just be a long loading time, you could think about not directly joining the thread, but instead have some flags to check if the loading is finished and if not, keep displaying some text showing "loading resources" or whatever.
Just a suggestion but I've noticed that a technique which I think is really effective is to design a small, simple mini-game that barely takes any sprites/sounds so doesn't take long to load that can then be played in a separate thread so as to keep the user entertained while loading the resources for the main game. Examples would be the nintendo eShop with their little roulette game and splatoon which has a very basic upward scrolling platformer.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 15, 2015, 04:03:41 pm
The rope controls were no problem in my case, but it would be nice if you could jump away while still holding UP. eXpl0it3r's Commander Keen example is a good way, I think.

The same applies to the jump action: I don't want to have repeatable jumps, that would be kinda lame. But some more forgiving controls would be awesome, like: If you press the jump key some milliseconds before you reach the floor, Zloxx could activate the jump as soon as you hit the ground.

As for resource loading: Just show a progress bar when the player selects the level and resource loading is not complete. Nothing you can do against it.

Now to the interesting part: I finished the game! Yay. ;) You can watch it here: http://www.twitch.tv/tankbo/b/659327914. Might show you again some spots that are not so optimal, at least for me. ;) But yeah, I really enjoyed playing Zloxx 2 and hope that there will be another version some time. So thanks for making it and providing it for free.

Can we create levels ourselves? I would like to create a "Tank's payback" map pack. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 15, 2015, 04:14:10 pm
Thanks again to all your feedback! I might reconsider the controls ;) but I definitely don't want to make it too easy. Timing is an important part in this platformer... In general, ideal would be that the platforming is difficult and you can get really good at controlling Zloxx with enough experience, however it shouldn't be frustrating for skilled people.

Tank, too bad you already played the end, I've already begun to make it much more spectacular. Maybe one day you'll feel like going through level 2-4 again :D

Quote
Can we do levels ourselves? I would like to create a "Tank's payback" map pack. ;)
This is planned for version 2.4! The editor is already functional, but needs some bugfixes and instructions. I also have to implement a whole system to name/store custom levels. And there are so many other things to fix... So that may take a while.

Considering that the game jam theme "From the end to the beginning" is once more quite generic and the in my opinion cool ones like "Minerals" or "Limited resource management" were not chosen, I might invest some time into improving Zloxx instead of the jam. Not sure yet though.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 15, 2015, 04:18:26 pm
Maybe there's a balance between challenging and forgiving controls. In the end I'd be fine with the current ones as well -- I mean I was able to finish the game. ;)

Make sure to add a change log of some sort so I can check the changes when new versions come out. I won't be playing through all levels everytime you release an update. ;)

Nice to hear about the editor. There's no hurry.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 15, 2015, 04:21:09 pm
Unless the core mechanics or levels are fundamentally changed, I usually leave the savegames forward-compatible. So you wouldn't have to replay all 12 levels again ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 15, 2015, 04:21:31 pm
Phew  ;D
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 16, 2015, 11:31:55 pm
Not sure if I should report my trigger findings, they are sometimes just too good. :P
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 17, 2015, 02:07:27 pm
You truly live up to your name, exploiter :D

I'll probably perform a fine-tuning of all the levels at some point, and could have another look at the enemy triggers. Many are probably simple overlooks, but I think it's nice if there are a few ones where the experienced player can short-cut the way ;)
Title: Zloxx 2.3.2 released!
Post by: Nexus on May 24, 2015, 06:56:13 pm
Zloxx 2.3.2 released

[Link to my homepage] (http://www.bromeon.ch/games/zloxx/)

Changes:
I'm a bit in a hurry now, but I could elaborate the new things around Level 3-4 tomorrow :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 24, 2015, 07:18:50 pm
Yay! :D

Let's play a bit Zloxx again, hopefully not all of my trigger workarounds were removed. :P
Title: Re: Zloxx II - An action Jump'n'Run
Post by: zmertens on May 24, 2015, 08:48:18 pm
I did the first three levels and I'm hooked  ::) ... Also, I got some strange flickering off the background texture in Linux (Ubuntu 14.04) full screen, but windowed version works fine.
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 24, 2015, 09:18:08 pm
Nice! I guess I have to play through it again soon. ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: eXpl0it3r on May 24, 2015, 11:00:59 pm
There's something wrong with the audio streaming or so:

(http://i.imgur.com/Ugtl8Lr.png)

It occurred after I died three times and I think, I tried to restart the game.
Additionally I once moved my mouse and the game just vanished, no idea if it crashed or what happened.
I not been able to reproduce these issues (yet).

On the bright side, some of your trigger point fixes seem to be solved (what there should've actually been enemies?!), but luckily I already found a new one. ;D
(I should start working in QA)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Nexus on May 25, 2015, 12:14:46 pm
It seems that for every bug I fix, two new ones appear :D

eXpl0it3r, you're really a huge help. For almost every version since 2.0 you've provided extensive feedback. I truly appreciate that, thanks a lot! :)

I'll investigate that assertion; it has to do with the loading optimization.
About the game vanishing, that's probably an exception. Can you check the latest entries in Data/Log.txt?

zwookie, what exactly flickered? Was it the background (i.e. the mountain/sky/forest painting) or something else? Always in fullscreen mode?
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Jabberwocky on May 25, 2015, 07:55:04 pm
I just had a quick go at Zloxx II - no issues to report.  (windows)
It seems quite polished and fun.  Nice work, Nexus!

Controls felt good.  I kinda got stuck at the first disappearing blocks section in 1-2, because I didn't realize you could change direction in the air.   :-[  But then again, I am far from a expert platformer. 

Music is great.  Sound effects are good for what's there, but maybe could use a few more, say for landing, hitting walls, or killing an enemy.

Thanks for sharing.
Title: Zloxx 2.3.3 released!
Post by: Nexus on May 27, 2015, 11:47:40 pm
Thanks! :)

Zloxx 2.3.3 released

[Link to my homepage] (http://www.bromeon.ch/games/zloxx/)

This is another bugfix update.
Changes:

Some information about level 3-4:
In 2.3.2, I changed many parts of level 3-4 with the intent to combine previously learned skills in the last level, as well as to show new game mechanics. Zloxx II has never been a game where you can run straight through the levels, but even less so in 3-4. Not necessarily because of traps and pitfalls all over the place, but rather because here, the approach is not as linear as in other levels. While you can proceed directly to the end, the level allows other strategies which are at least worth considering, but possibly vital. More information is available in the signposts, they're crucial as usual ;)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: Tank on May 28, 2015, 01:19:39 am
Yay! :)
Title: Re: Zloxx II - An action Jump'n'Run
Post by: zmertens on May 31, 2015, 11:11:28 pm
zwookie, what exactly flickered? Was it the background (i.e. the mountain/sky/forest painting) or something else? Always in fullscreen mode?

It appears that using full-screen with fixed frame rate fixes the issue. When I tested full-screen with Vsync or Dynamic frame rate the screen would like superimpose, flicker, normalize, and then superimpose itself again. Windowed version is fine no matter what frame rate is set.