“joetesta” wrote:
oops i hit a bug, i wonder if i can upload a video? the kid fell off the ledge where the first spikes are (I suck at this game, but great at finding bugs!)
he’s stuck in an endless loop falling over and over…
Update: played for a while longer and that didn’t happen again. Didn’t get out of level 1 though…
I saw that happening once but was never able to reproduce again, will investigate it.
i feel i have seen this happen in the original game, stuck in such a fall/die sequence?
so it might not be a bug in the translation but rather a “very faithful” port?
I fixed the “endless fall” issue, it was a wall bump happening in the exact moment of the “land”, that was moving the character into the wall.
I submitted the fix to GitHub, will be available on the Private Channel with the next beta release (v0.10)
I released a new version last week and forgot to inform here!
I initially had the impression that to implement the “Flip Screen” effect would require a huge refactoring, doing it on the sprites level, but I figured out that I could just make the roCompositor to draw to a bitmap, flip it and then paint to the roScreen. That slows down the animation so I had to accelerate when the flip mode is on.
I already fixed several other bugs after this release, probably on next weekend I will release v0.12 as a “Feature Complete” RC.
Enjoy!
Beta Release “Flip Potion” (v0.11)
Release Notes
This is the third Beta release of the game, the main changes are:
The flip screen potion effect (Level 9) is implemented;
Fixes on special events for the Skeleton, Mouse and Shadow;
Fixes related to issues when the room has multiple slicers side by side;
I finally could use this “labor day” long weekend to wrap up and release the “feature complete” final beta version. Below the summary of changes, if you need detailed check the full changelog
v0.12 Release Notes
* High Score screens (add, view)
* Revamped Menu graphics
* New Mods and Cheats screen
* Support for Mods with Custom Levels, Sprites and Sounds
* Refactored to improve performance and avoid memory leaks
* Several other changes and bug fixes.
You can also take a look on demo video:
[youtube:12yd2vvs]gFOKxBuw66o[/youtube:12yd2vvs]
While trying to test for audio problems Komag complains about, i ran into a quirk of PoP on a RokuTV.
After showing a “Warning: Your Roku device doesn’t support accelerated graphics, this game will not perform well.” dialog, the opening screen / credits don’t fill the screen but show in the upper left corner, maybe sized 2/3 (e.g. as if a 720p image was shown on 1080p screen w/no stretch). When starting a game later, things are back to normal - i.e. full screen/centered. Any idea why is that?
“EnTerr” wrote:
While trying to test for audio problems Komag complains about, i ran into a quirk of PoP on a RokuTV.
After showing a “Warning: Your Roku device doesn’t support accelerated graphics, this game will not perform well.” dialog, the opening screen / credits don’t fill the screen but show in the upper left corner, maybe sized 2/3 (e.g. as if a 720p image was shown on 1080p screen w/no stretch). When starting a game later, things are back to normal - i.e. full screen/centered. Any idea why is that?
Never saw this before, will try on my Roku HD. It’s clear that for some reason the screen is not changing to the 854x480 mode.
“marcelo.cabral” wrote:
Never saw this before, will try on my Roku HD. It’s clear that for some reason the screen is not changing to the 854x480 mode.
I had no idea such resolution is possible even.
I’ll take a guess behavior differs between the OpenGL and non-OGL (24xx, 25xx, 27xx, Express 37xx, Roku TV 5xxx) players.
“marcelo.cabral” wrote:
Never saw this before, will try on my Roku HD. It’s clear that for some reason the screen is not changing to the 854x480 mode.
I had no idea such resolution is possible even.
You can see different roScreen resolutions here: https://sdkdocs.roku.com/display/sdkdoc/roScreen
“EnTerr” wrote:
While trying to test for audio problems Komag complains about, i ran into a quirk of PoP on a RokuTV.
After showing a “Warning: Your Roku device doesn’t support accelerated graphics, this game will not perform well.” dialog, the opening screen / credits don’t fill the screen but show in the upper left corner, maybe sized 2/3 (e.g. as if a 720p image was shown on 1080p screen w/no stretch). When starting a game later, things are back to normal - i.e. full screen/centered. Any idea why is that?
I could reproduce it on my sister’s Roku 2 (old generation), will create a fix for it. I also noticed some issues with the music, that I can’t reproduce in my low end Roku HD.
The OpenGL devices are really the best alternative for games.
“marcelo.cabral” wrote:
I could reproduce it on my sister’s Roku 2 (old generation), will create a fix for it. I also noticed some issues with the music, that I can’t reproduce in my low end Roku HD.
The OpenGL devices are really the best alternative for games.
Oh yes, OGL for the win!
I suspect the schism is between the OGL and DirectFB camps of players. Roku has a common abstraction (roScreen/r2d2) on top of both of these but as it can be expected, sometimes it “leaks”.
Btw, i suggest avoid using player names: “Roku 2” name have been (ab)used for at least 3 way different hardwares - 30xx/31xx, 2720 and 4210. I’ll take a stab hers being a 2720 (no OGL)