Thanks for a great game!
Is there a way to get the GoG Deluxe edition here at Itch.io with artbook and soundtrack?
And would there ever be sales of this game on Itch.io?
So cool! Thanks a bunch @sparsegamedev for sharing the commented source code, it really helps others learn from your wisdom. :)
Could you add an open source license to the code? It’s as simple as adding one commented line stating something like:
This code by Woflox is shared under the GNU GPLv3 license
Or something like that. Thanks again!
Ah, that’s too bad, but many thanks for getting back to me. I did some more testing by backing up the supposed save file and restoring it after playing the game a bit more, but that didn’t really restore the state!
I guess this is yet another problem with closed source software, in that you’re not allowed to study what’s going on or make changes, and gives all the power to the developer instead of the user!
In order to make sure that my progress is safely backed up, and per the developer’s tips in my other thread to find mySave.sol
in this Windows user folder:
C:\Users\YOURFOLDER\AppData\Roaming\Stencyl\NEXT JUMP Shmup Tactics\
However, I noticed that as I progress through a game and see the save icon appear, the created, modified, and accessed timestamps on mySave.sol
does not change! This is also true when I explicitly click on save and return to main menu or desktop.
Is there somewhere else that the game saves its state and progress? I just want to make sure that I’m backing up the correct files!
Thank you for getting back to me so quickly, and thank your developer friend, too!
I went through the tutorial again, and now I can create a new player and play the game.
However, I am afraid of losing my progress again. Can you suggest ways to prevent this problem again? Or do I have to manually back up my save file every time? And where are the relevant save files anyway?
Hello,
I’m a fairly new player and not very familiar with the map generation settings, but I literally generated about a dozen new games just now, and every single time I spawn on a city in a single tile island surrounded by water. I see it is using “World Builder 4.0”, but does that tend to create maps like this?
How is this possible? Why does this keep happening? And is there a way to set the map generation options to avoid this, so that I spawn on a landmass with at least several cities?
I bought and installed this game from Itch.io and was able to start one game.
However, now when I start the game, it shows that there is no pilot so I click on create a new one, but it just gives a “buzzy” sound effect and doesn’t do anything.
Can someone please advise and help me troubleshoot this problem? Thanks!
Absolutely incredible achievement, kudos don’t do this game justice. Thank you!!!
Can you share more details on how you implemented all this? Perhaps even in a blog post so others can learn from you?
And perhaps publish your code (though probably not assets) so others can learn from that, too? As you may know, modern re-implementations of others games often publish their code, like 1oom (Master of Orion) or OpenTTD (Transport Tycoon Deluxe).
Thanks for being so responsive! :)
Actually I’d be super happy with just the original game but with (1) sandbox/endless mode, (2) slightly larger map (maybe 20-30% bigger), and (3) a “Windows 3.1 Minesweeper” kind of option where I can choose a map size and the time/resource limits will scale with it when I’m not playing sandbox mode. This way I can customize my game to be shorter/longer depending on my wishes. And what I love most about the original game is the possibility to study and mod the source code. It is the ultimate in moddability! I would pay A LOT of extra money for this game if I can mod the source code directly.
Great to hear, thanks for the quick response! Whew!! I’d happily pay a little extra if that means getting a sandbox/endless mode. :D Extra bonus if it’s moddable so that other people can add new challenges.
Note: I, and some other people, don’t use Discord. So in case you’d like to cast a wider net for feedback maybe have other venues of communication? Here or in a survey or something…
Hi! Sorry I wasn't clear before. The first machine I tried (the one with the old Intel graphics) was running Manjaro Linux with kernel 4.14. The other one I tried (with 20GB RAM) where the entire system slows down is running RedHat Enterprise Linux with kernel version 3.10. So no Manjaro is not the only Linux I'm running...
I finally got a chance to try the game on a Linux system with an Intel® Core™ i5-4690 Processor with Intel® HD Graphics 4600 and a whopping 20GB of RAM. The fonts appear OK this time but the game is super laggy and slows the entire system (not just the game) to a crawl...
Looking at the screenshots, EDCE doesn't look like a game that's very taxing on the system. I wonder why the performance is so bad???
If we still can't get it to work then I might have to take up your refund offer...
OK. I just tried running the game via the Wine compatibility layer, with and without those flags, and interestingly the choppy fonts still appear. So to me this suggests something pretty low level? I also tried running it in a Windows 7 virtual machine, and there the text appeared correctly! Unfortunately its performance was really bad and the game crashed upon generating a new map... Not sure if any of the above is a hint as to what's causing the problem.
There might be other machines I can try this on and I'll do so when I get a chance. I'd rather not give up yet, and I'd love to support your work keeping this wonderful game alive!
That said, considering there's such a lively community. It'll be great to open source the entire game so everyone can help make it better, which will also be profitable for you!
Anyway, thanks for the detailed replies. I'll keep trying for a bit more!