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Cheeseness

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Everything posted by Cheeseness

  1. Glad it was of some value
  2. All of these platforms have compilers that will turn C/C++ code into something that can be run. Consoles and mobile platforms have specific hardware/APIs that need to be accounted for. I wouldn't say that PS4 is any more similar to Windows than any other platform is (if anything, it's probably farther from Windows than Mac OS is). Different platforms usually have different compilers that have their own idiosyncrasies that take time to work through. I can't comment on the specifics of the Full Throttle codebase, but there's more to porting than just sharing the same programming language. If it's helpful, I wrote about my work on Day of the Tentacle Remastered's Linux port that might help give some idea of what some of the hurdles in approaching new platforms can include. Often the time between platform releases is determined more by availability of people and scheduling more than technical constraints. I wasn't brought onboard to work on Day of the Tentacle until some time after its release on other platforms. Thankfully Day of the Tentacle and Full Throttle Remastered have been structured and written in a way that compartmentalises all of the platform specific code away from the stuff that can be reused across all platforms. For projects that haven't been structured like this, finding and teasing out platform specific code can be a significant amount of work. Hope that gives some insight!
  3. Awesome! Those cloudshoes are fantastic
  4. Sorry, it's not the right time to be talking about dates.
  5. Hi there! A Linux version is coming! Like with Day of the Tentacle Remastered, it's going to be a little while after the Windows version's release.
  6. I feel like different people must be having different experiences with this one. I can see the ball and the paddle clearly through the cloud, which is a bit of a problem. This is what I was trying to explore with my hedge garden table concept. If anybody wants to run with that, feel free!
  7. This is looking pretty unlikely, but you can definitely add it as a "non-Steam" game so that it shows up in your Steam library!
  8. For anybody who hasn't noticed
  9. Cheeseness

    Update Log

    v0.1.1 Some super quick bug fixes! New build: This release is affectionately known as "0.1.1_5dc8d48", which is how we be tagging development builds moving forward (that's the release version followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds feature improved paddle controls, another new logo and many, many bug fixes and tweaks. See the release notes for more details and known issues! In the main repo: Cheeseness disabled the exit to menu button (d548e70) fragmental fixed spinners being triggered multiple times (#151) fragmental fixed delays between music tracks (#185) In the forums: fragmental started a thread for sharing game platform IDs (Steam, etc.) Thanks to @fragmental and @Cheeseness for their efforts!
  10. I'm http://steamcommunity.com/id/cheeseness/ but my friends list is full ;_;
  11. Cheeseness

    Update Log

    v0.1.0 In preparation for Pongball's inclusion in the Amnesia Fortnight Humble downloads, contributors have continued working on nailing down bugs. From here on out, future update posts will be made when enough changes have been contributed to justify a new release. New build: This release is affectionately known as "0.1.0_e1a81bd", which is how we be tagging development builds moving forward (that's the release version followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds feature improved paddle controls, another new logo and many, many bug fixes and tweaks. See the release notes for more details and known issues! In the main repo: lightsoda fixed the game freezing if player 1 won the match (#141) lightsoda fixed gamepad controls in single player offline mode (#144) fragmental fixed music tracks ending early (#152) Cheeseness added default button focus (#161) osse101 fixed paddle drift/inertia with keyboard controls (#157) osse101 changed obstruct power behaviour (#159) Cheeseness added buttons to the about screen (#162) osse101 added network sync to Speedster map obstacles (#166) Cheeseness updated win text (#168) Cheeseness fixed scores not displaying on networked clients (#168) osse101 fixed win screen and countdowns not displaying on networked clients (#168) osse101 fixed a networked paddles rubberbanding (#169) Cheeseness fixed the ball bouncing over bumpers in Bumpout (#170) Cheeseness added KGuNN45's new logo (#171) lightsoda relocated the ball spawn point in Speedster (#173) Cheeseness updated the readme (#174) bobsayshilol fixed the cancel button when joining a networked game (#175) lightsoda added obstacle reset functionality to offline and online games (#177) bobsayshilol enabled vsync for lower quality settings (#178) Cheeseness moved logo implementation instructions to the Menu Logos wiki page Cheeseness updated the press/artwork/screenshots wiki page In the assets repo: KGuNN added a new logo (#26) In the forums: KGuNN shared a new logo in the Concept art thread Cheeseness shared an Amnesia Fortnight retrospective post in the General discussion thread Cheeseness updated to FAQ thread to better reflect that Amnesia Fortnight is over Cheeseness created a Help and troubleshooting thread Cheeseness shared a video visualising contributor activity in the main repo across Amnesia Fortnight in the Screenshots & videos thread Thanks to @lightsoda @fragmental @osse101 @bobsayshilol @KGuNN and @Cheeseness for their efforts! Here's what two-and-a-bit weeks' worth of community development look like!
  12. Oh noes! Something's gone wrong! You can report problems in a number of ways. You can create or comment on an issue on GitHub, you can leave a comment in this thread, or you can hop into the IRC channel and ask for help (IRC server details are in the FAQ thread). When asking for help, please try to always include the following information and understand that everybody working on Pongball is a volunteer who is generously donating their time - be polite and patient! Always search for an existing GitHub issue that matches your problem! Your operating system The version of the game that you're running (this will be included in the executable name!) A detailed description of the problem (include what you expect to happen in addition to what does happen!) Steps on how to reproduce your problem Copies of relevant terminal output and/or game logs (see below for details on where to find those!) Game log paths: On Linux The game log can be found in the following path. It is overwritten each time the game is launched, so be sure to grab a copy that contains output from when your issue occurred! ~/.config/unity3d/DoubleFineGameClub/Pongball/Player.log On Mac In Finder, press Ctrl+Shift+G to bring up the location dialog and enter the following path: ~/Library/Logs/Unity/ The log file is called Player.log and is shared by every game that uses Unity. If you've run another game (including Pongball!) since experiencing your issue, the log will be overwritten. Be sure to grab a copy that contains output from when your issue occurred! On Windows The log file is called output_log.txt and lives inside the "_Data" folder that lives next to the Pongball executable. It is overwritten each time the game is launched, so be sure to grab a copy that contains output from when your issue occurred! path/to/game/pongball_XXXX-XX-XX_XXXXXXX_Data/output_log.txt Game config paths: On Linux ~/.config/unity3d/DoubleFineGameClub/Pongball/prefs On Mac TBC (should be in ~/Library/Application Support/unity.DoubleFineGameClub.Pongball.savedState/ ?) On Windows The Unity engine keeps player configuration stored in the system registry under the following key. Fiddle at your own risk! AppData\LocalLow\DoubleFineGameClub\Pongball
  13. For anybody who's interested, I wrote up some reflections on community participation in Amnesia Fortnight, which can be read here.
  14. Here's something fun. This is all you lovely people at work
  15. Make sure that the licences are compatible and credits are updated appropriately (eg: MIT requires that upstream copyright notices are included in derivatives).
  16. Thanks, KGuNN! I'd been meaning to make this thread. There's a great post from @rheberling in the Screenshots & videos thread that I'll quote here since it's super relevant
  17. You guys should all feel super proud <3
  18. Cheeseness

    Update Log

    Day Fifteen Amnesia Fortnight is over, but the contributions have continued coming in! Lots of valuable polish and refinement today! Things are still moving pretty quickly, so new builds will be forthcoming tomorrow. New build: This release is affectionately known as "2017-04-27_8b8fb3f", which is how we be tagging development builds (that's the date followed by the short git revision, which means that if we ever need to reproduce a bug or understand why something has changed, we can jump back to the version of the code that the build was created from really easily. Huzzah!) Linux Mac Windows These builds feature improved controls, a new table, ball handling and behaviour improvements, new music tracks, and improved powers. See the release notes for more details and known issues! In the main repo: kednar added a new table, Table_kednar (#108) VideogameScrapbook added a controls instructions prompt (#119) lightsoda added a win state (#121) lightsoda adjusted default table and paddles (#120) lightsoda added kednar's obscuration power cloud model and made the obstruction power look like a block of ice (#120) lightsoda increased ball velocity (#120) KGuNN added more revisions to the Speedster table (#126) lightsoda and Cheeseness worked on revised controls (#129) rheberling updated the score requirement for winning (#130) Cheeseness fixed auto camera zooming on Speedster and Table_kednar (#132) osse101 fixed the obstruction power (#133) Cheeseness updated contributor credits and fixed a credits parser bug (#134) Cheeseness added Mythalore's Pongball logo (#134) Cheeseness added a placeholder game icon (#134) Cheeseness adjusted the ball spawn position in Speedster (#135) Cheeseness fixed assets missing with some variants (#136) Mythalore updated the main menu (#137) Mythalore updated the main menu logo to automatically change after 10 seconds (#137) Fragmental implemented music from lightsoda, kyle3wynn and Jenni (#140) In the assets repo: lightosda added updated versions of music tracks, A Pong of Balls and the Pongball pitch theme (#24) Jenni added music track, Dreamer Dog Funk (#25) Cheeseness addedd Mythalore's Pongball logo (b85e957) In the forums: Mythalore shared a concept for the main menu in the Concept art thread Mythalore shared a new logo in the Art assets thread Mythalore shared a possible game icon in the Art assets thread Cheeseness shared a placeholder game icon in the Art assets thread rheberling shared a collection of screenshots and notes from play sessions in the Screenshots & videos thread kednar has continued working on the team photo in the Team photo thread Thanks to @kednar @VideoGameScrapBook @lightsoda @KGuNN @rheberling @osse101 @Mythalore @fragmental @Jenni and @Cheeseness for their efforts!
  19. Ah! I think we might have had a miscommunication. I thought you were talking about trying to theme up the game setup menu to match the main menu's button and background styling. I think for something as big-scope as this we should hold off until after the stream. The window we have available here is too small to handle sorting things out if anything goes awry.
  20. Cheeseness

    Art assets

    Ended up going with this
  21. Cheeseness

    Art assets

    Here's what I had in mind for an icon (has a glow effect visible on dark backgrounds). It's based on a combination of kednar's ball concept and the first ball we had in the codebase. I think I'll slot this one in for now, and after all the AF stuff winds down, we can look at having a group decision on something more permanent for the project.
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