Posts Tagged ‘fix’

Spong Trouble’s Input Troubles Fixed

Posted by (twitter: @DimensionalEye)
Monday, December 8th, 2014 8:30 am

I just re-uploaded my game with fixes. You should be able to play my game, even if you don’t have any controllers connected.

Spong Trouble Game Page

Moons of Subterrane Note

Posted by (twitter: @stuckieGAMEZ)
Tuesday, September 1st, 2009 4:06 pm

Just a quick note as I’ve had a few comments about this now:
As stated in my post mortem here I _severely_ buggered up the submission and included an old EXE in the upload, but the source to the correct version.
I did upload a fixed EXE compiled from the source in the package, however… but people may not have caught it.

The easiest way to check whether you have the correct version or not ( so I know if there really IS a speed issue or not ) is if you get sound. The old EXE has no sound, the correct one does. Those who have tested my game, could you double check that you’re using the correct EXE, please?

Again, if you want to make sure I’ve not just fixed something and tried to put that up, you can compile the source yourself, and can check the source for the framelock code in code/engine/CInterpret.cpp and the updateInterfaces function, which does a nasty hacky SDL-specific framelock to 60FPS.. I’m sure FRAPS or something will be able to detect the FPS of the game, and tell you whether it’s framelocked or not.

I do apologise for this and will make sure I properly test things in the next Ludum Dare!

Sky Upon Us – tiny bugfix

Posted by
Sunday, April 19th, 2009 10:48 pm

Sadly there was a tiny bug in the final version of my game – the line “state = STATE_LEVEL;” was missing, so no pause screen would be shown between levels (although the code for layout and mechanics of that screen was already in there, as can be seen in the source).

I have fixed this and uploaded a new version to my site as both zip and webstart:

Sorry about that!

Sombrero Runner(s), now with less restarting of game

Posted by
Monday, December 8th, 2008 8:06 am

changed the game so you came back to the main menu when you die and you can start a new game from there, instead of having to launch the game over again every time you die. Found this to be really annoying before I delivered, but could not think of any way to do it as I was too tired.;12592105;/fileinfo.html

Trivial Escape from Minimalist Island

Posted by
Sunday, April 20th, 2008 6:12 pm

Trivial Escape from Minimalist Island

Windows exe + source (compo version; if it crashes, get the post- compo zip below)

Windows exe + source (trivial post-compo fix edition, see below)

Timelapse video

Updated with a fix version above. The game would crash if run at a bit depth lower than 24bpp, use the fix version if it does! The fix also removes a comma from brygge-s.lua to fix a copy/paste bug that prevented turning around/right when looking away from the wharf, this isn’t required to beat the game or even much noticeable though.

Tools used: kate (text), gimp (graphics), sfxr (sound)

Libraries used: SDL, SDL_image (png), SDL_mixer (ogg vorbis), Lua

Shrapnel: sound latency fix

Posted by
Tuesday, December 18th, 2007 10:10 am

For everyone who was having issues with huge sound latencies in Windows, here’s an updated zip that should fix the issue:

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The only changes in that zip from the compo version is that I rebuilt the executable without debug info and with optimization (no code changes), removed svn files to make the zip smaller, and replaced the buggy SDL.dll I was using with a good one from

I’ll probably write a postmortem in a few days.

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