Spent the day battling a damn memory leak caused by not disposing certain objects. In the end it turned out to be several stupid mistakes on my part that caused it, but I had to spend 8 hours mucking about in memory profilers and rewriting large sections of my map management code. I guess it wasn't a complete waste, since I learned some new skills and became pretty familiar with managed and unmanaged memory. Oh, and cleaner code. I could have had saving and loading finished if this hadn't popped up! There's always tomorrow though. I leave you with but a small glimpse into the agony I suffered today.
You're my waifu Greg
ReplyDeleteHi, new reader here. I'm just posting to ask whether you have plans to release the game for linux. I managed to get the last release working with mono by modifying it to use forward slash instead of backslash when it looks in the names directory, and including libtcod.so in the main directory.
ReplyDeleteI'd like to eventually look into Linux compatibility. I'm glad to hear that you were able to get it to work. I had no idea what the .so files are, but I'll include them in future releases. I'll change all paths to use a forward slash as well. Windows apparently doesn't care which you use.
ReplyDeleteHow'd you manage to change the directory path? Did you decompile it or something?
The .so files are just the linux equivalent of dlls. I guessed that the directory would just be stored as a string in the exe so I used a hex editor to change it. Was it ok to edit it like that?
ReplyDeleteI'm fine with it, if that's what you mean.... I'll release the source code eventually, but it's just kind of ugly.
ReplyDeleteBesides the paths and the .so files, it worked fine with Mono? Is there anything else I should do?
I've had no other issues with running it. I'd guess SDL needs to be installed separately, but most people have it installed by default anyway.
ReplyDeleteThanks for the help.
ReplyDeleteThanks for taking the time to port it.
ReplyDeleteWould it be possible to have the option to make the game fullscreen?
ReplyDeleteJust added it, Kyle. It will be in the next release, but depending on your aspect ratio it may stretch kind of funny.
ReplyDeleteHey this game is looking good, love the graphical style especially in your last screenshot :D When is the next release with the latest changes? It looks like a typical play will be very similar to one of the cyberpunk stories you mentioned, which is awesome!
ReplyDeleteA small suggestion: maybe instead of giving the player 35 points to spend, he could start with a standard set of points evenly distributed, and something like 5 points to spend. I'll be following your blog, keep it up ;)
Thanks Jotaf. The next release is coming soon. I just can't decide how much more stuff I want to put into it, but there's going to be a lot of improvements.
ReplyDeleteI'm still not sure how I'm going to handle initial skill distribution, but a few randomly distributed points may be a good idea.