Absurd Porting FJORDS Devlog Entry #18

I made a game for Kyle’s birthday called Mulder’s Quest. You can get it here on my site, or on itch.io. It should run on any windows computer that’s OpenGL 2 compatible, and on Intel Macs 10.6+ that are OpenGL 2 compatible.

no nightly build again
Day 18 Progress

  • Fixed a GL1 sprite color issue. was memcpy-ing (src,dest,size) not (dest,src,size). Oops.
  • Wumbo now works (mostly) on non-OGL2 devices. I had to add a check to certain lines so OGL2 code wasn’t called, which causes crashes.
  • No more super-glitched level overlaying. (Might re-add it as a bonus feature though)

Unimplemented major features, or features I left half programmed.

  • New rendering engine has no color or alpha blending when using GL1
  • no saving of ini data whatsoever. Sorry!
  • Magic doesn’t work in a 1×1 area, instead of impaling yourself in the ground, you jump up to the nearest empty space.
  • No BOMBS
  • No GHOST
  • WARP still shows all objects and doesn’t have the color flash or anything.
  • No K screen, when you fall too far and enter the end of the game world.

Recurring Bugs (newest bugs listed first.)

  • FIXEDLevels display stacked when the game isn’t run from VS.
  • FIXEDWhen leaving the first room with a boat, you explode as if you pressed K.
  • FIXEDSound doesn’t function correctly while in the pizza zone
  • FIXEDWhen leaving rooms sometimes, a second player will be created on a ferry falling from the ceiling.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • FIXEDFalling and Hookshot break in small places.Hookshot is intended to work like this, sayeth Kyle
  • FIXEDPlayer never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Player falls at half speed. ?????
  • Everything else.

Absurd Porting FJORDS Devlog Entry #17

Sorry for the lack of posting. I was busy working on a game for Kyle’s birthday called Mulder’s Quest. You can get it here on my site, or on itch.io. It should run on any windows computer that’s OpenGL 2 compatible, and on Intel Macs 10.6+ that are OpenGL 2 compatible.

no nightly build this time.
Day 17 Progress

  • Backported the rendering engine. I can switch between OpenGL 1 and OpenGL 2 with one number. This allows the game to run on older computers.

Unimplemented major features, or features I left half programmed.

  • New rendering engine has no color or alpha blending when using GL1
  • no saving of ini data whatsoever. Sorry!
  • Magic doesn’t work in a 1×1 area, instead of impaling yourself in the ground, you jump up to the nearest empty space.
  • No BOMBS
  • No GHOST
  • WARP still shows all objects and doesn’t have the color flash or anything.
  • No K screen, when you fall too far and enter the end of the game world.

Recurring Bugs (newest bugs listed first.)

  • Levels display stacked when the game isn’t run from VS (the nightly builds). maybe fixed? the array problem may have fixed this too
  • FIXEDWhen leaving the first room with a boat, you explode as if you pressed K.
  • FIXEDSound doesn’t function correctly while in the pizza zone
  • FIXEDWhen leaving rooms sometimes, a second player will be created on a ferry falling from the ceiling.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • FIXEDFalling and Hookshot break in small places.Hookshot is intended to work like this, sayeth Kyle
  • FIXEDPlayer never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Player falls at half speed. ?????
  • Everything else.

Absurd Porting FJORDS Devlog Entry #16

remember the nightly builds, Kyle & whoever he deems worthy
Day 16 Progress

  • It turns out FERRY does work as intended
  • Tile array issue fixed. Tile data outside the room is no longer corrupt… much 😉
  • you no longer collide with and die from invisible water when you are in the DOORS realm
  • fixed an issue where all water disappears when you disable waterfalls
  • boats now collide with SLIMESURFACE. very funny before. impassable areas.
  • openal32.dll now included in the nightly builds. Sorry.

Unimplemented major features, or features I left half programmed.

  • no saving of ini data whatsoever. Sorry!
  • Magic doesn’t work in a 1×1 area, instead of impaling yourself in the ground, you jump up to the nearest empty space.
  • No BOMBS
  • No GHOST
  • WARP still shows all objects and doesn’t have the color flash or anything.
  • No K screen, when you fall too far and enter the end of the game world.

Recurring Bugs (newest bugs listed first.)

  • Levels display stacked when the game isn’t run from VS (the nightly builds). maybe fixed? the array problem may have fixed this too
  • FIXEDWhen leaving the first room with a boat, you explode as if you pressed K.
  • FIXEDSound doesn’t function correctly while in the pizza zone
  • FIXEDWhen leaving rooms sometimes, a second player will be created on a ferry falling from the ceiling.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • FIXEDFalling and Hookshot break in small places.Hookshot is intended to work like this, sayeth Kyle
  • FIXEDPlayer never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Player falls at half speed. ?????
  • Everything else.

Absurd Porting FJORDS Devlog Entry #15


Day 15 Progress

  • Pressing K was added, and works great except for a small issue.
  • Added sound checking code, so
  • Added sound checking code to Kyle’s “game” object, which means certain noises now stop playing when you leave rooms, like they should have in the first place.
  • Nightly builds!

Unimplemented major features, or features I left half programmed.

  • no saving of ini data whatsoever. Sorry!
  • Magic doesn’t work in a 1×1 area, instead of impaling yourself in the ground, you jump up to the nearest empty space.
  • No BOMBS
  • No GHOST
  • WARP still shows all objects and doesn’t have the color flash or anything.
  • No K screen, when you fall too far and enter the end of the game world.

Recurring Bugs (newest bugs listed first.)

  • Levels display stacked when the game isn’t run from VS (the nightly builds).
  • When leaving the first room with a boat, you explode as if you pressed K.
  • FIXEDSound doesn’t function correctly while in the pizza zone
  • FIXEDWhen leaving rooms sometimes, a second player will be created on a ferry falling from the ceiling.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • FIXEDFalling and Hookshot break in small places.Hookshot is intended to work like this, sayeth Kyle
  • FIXEDPlayer never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Player falls at half speed. ?????
  • Everything else.

Absurd Porting FJORDS Devlog Entry #14

Day 14 Progress
Hello I am on my iPad so making bulletpoint lists and copying HTML tags isn’t very quick so this post will just be text. Sorry.

– I got the pizza dimension sound to work right today because I had the pitch variables as ints, not floats.
– I watched kittylovesrobot’s stream of fjords and probably spoiled the game for some people if they payed attention in the chat.
– Started to switch the game over from LinkedIn lists to stl vectors. This will make porting to android difficult (android version not promised. Sorry) because last time I checked android ndk doesn’t support STL! But, my dev phone runs froyo so maybe that is one of the reasons. The game doesn’t compile at the moment.
– Apparently bookshot is programmed correctly, but the collision bug still needs to be fixed.
– player sprite still doesn’t flip???
– modified the shader so dimensiondoors display correctly with the random color blending and stuff.
– there’s more things from previous posts that still don’t work but I’m not to going to copy it over.

maybe I’ll send a build to Kyle soon.

Absurd Porting FJORDS Devlog Entry #13

Day 13 Progress

  • the pizza zone works… but…

Known Bugs

  • WHY DOESN’T SOUND PLAY. WHY WHY WHY WHY WHY.
  • Player never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Falling and Hookshot break in small places.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • If you magic while in a 1×1 tile space, you fly upwards.
  • Everything else.

Absurd Porting FJORDS Devlog Entry #12

Day 12 Progress

  • Magic.
  • Terminal works!
  • Fixed a text rendering issue where displaying a ‘:’ horribly lags the game.
  • Fixed a bug with ladders causing a slowdown in falling even when ladders are disabled.
  • Water surfaces now display when waterfalls are set to false.

Known Bugs

  • Player never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Falling and Hookshot break in small places.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • If you magic while in a 1×1 tile space, you fly upwards.
  • Everything else.

Absurd Porting FJORDS Devlog Entry #11

Day 11 Progress

  • terminal is almost working
  • KEYBOARD
  • I don’t use matrices for transformations in the traditional viewport, projection, blah blah blah. I use one matrix to pass multiple values to the shader. To increase speed with color blending, I moved color data from the vertices of the sprites to the matrix, which means the shader passed to the matrix is 4×4 instead of 3×3

Known Bugs

  • Player never faces left. No idea why. The code is there for it to draw flipped, but it doesn’t?
  • Falling and Hookshot break in small places.
  • Discovered a bug where if you are standing on the edge of a block and press A and then press the direction which will make you fall off the block, you will ride up with the hook as your head. This is a collision issue.
  • Everything else.