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Arc676

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A member registered Sep 13, 2017 · View creator page →

Creator of

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Heh, true, but we wanted the unfair advantage to come from the items that change the die weights, not just "whoever goes first wins."

Yeah whoever goes first has a considerable advantage. Once we make the map bigger, the items will help level the playing field.

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Really fun if you enjoy coding and also a great learning resource for assembly! I could see this being played by students learning about the Little Man Computer.

A way to speed up the evaluation would be nice. Also maybe a grid to count squares.

How does the aiming work? I still can't figure it out. Feels like hitting it close to the net is guaranteed to fail.

Thanks for the feedback! Indeed sometimes the generated map doesn't actually require you do go anywhere except straight for the goal, since it's all just randomly generated. We're working on getting the camera to zoom in and follow the player. Then the map can be even bigger and once the initial travel distance is greater (you can change this in the settings) these sprint maps will be very unlikely.

Where's the source code?

I get a segfault on launch on Mac.

If you want I can provide the full logs.

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       EXC_I386_GPFLT
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Segmentation fault: 11
Termination Reason:    Namespace SIGNAL, Code 0xb
Terminating Process:   exc handler [0]

Sometimes the game forces me to spam to reverse even though I don't need to. Is this intentional?

Oh right! I had forgotten about that step, sorry. I should've mentioned it in the README or somewhere on the page, since the machine needs to know where to look for the Orx library.

It's not possible to restart the game. Clicking the restart button just activates the countdown, then the ball moves a bit, then it stops again. The "you lost or you won" UI also remains visible.

Should be good now.

Thanks for the heads up! I’ll update the archives later today. 

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Is this what it's meant to look like? Using Mac build. Never mind, looking at the screenshot it would seem it isn't.


Updated the Linux archive to include the README and LICENSE files, which I had forgotten to include yesterday. Added Mac build.

It's getting late, so I'll just post the Linux (amd64) build for now. If you're on a different architecture, use the Makefile. There should be a way to build for Mac using the Makefile too, but I've never tried. A compiled version of the Orx library is available in the git repository.

The game jam has the hashtag #Code golfing. Does that mean the source code and not the final product has to be 3 KB? Or something else? 3 KB seems very small for an game executable.

Thou shalt not swim in the ocean around your inescapable island :P

Thanks for the feedback, I'm glad you liked the mechanic.

I'm sorry to hear that; thanks for letting me know. Extraction worked fine locally on my Windows VM, so it might have been an upload issue. I've re-uploaded the Windows ZIP. If the problem persists, let me know.

I noticed that the lighting didn't work properly when testing in the VM. This is likely due to performance issues with VMs, but if the game appears a lot darker than in the screenshots I included, let me know about that as well.

Thank you for your patience and for raising this issue.

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It would appear that the issue is caused by a code signing problem. A simple workaround is to launch the program from Terminal. Open a new Terminal window and type "/path/to/Pixel Shootout.app/Contents/MacOS/Pixel Shootout", replacing '/path/to' with wherever you saved the application (e.g. 'Downloads'). An example of this command would be:

"Downloads/Pixel Shootout.app/Contents/MacOS/Pixel Shootout"

The quotation marks allow you to have spaces in your command.

I will try to fix this issue as soon as possible.