Gdash

Everything about the modern clones and remakes.

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BadDog73
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Post by BadDog73 »

I get the same strange error from Avast, but I'm going to use it anyway since you already scanned it. Probably a false alert.
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RTADash
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Post by RTADash »

Must be browser (or OS) related, because my browser scans it while downloading even and doesn't pick up anything.
Boulders are round.
Fireflies are square.
I need to find
a'way out of here.
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cirix
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new installer

Post by cirix »

To be sure, I uploaded a new installer with the same version number. It was created with a fresh install of windows from cd, and new developer tools. If avast complains, this really must be some false alarm.

Anyway, the only change since the last version is that the random fill object now supports C64 random numbers - so the exact distribution of elements (like in the cave random fill) can be recreated.

bye
cirix
Sim_Piko
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Post by Sim_Piko »

I have now new avast update (from yesterday).
Everything is fine.:shock:
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cirix
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new

Post by cirix »

Sim_Piko wrote:I have now new avast update (from yesterday).
Everything is fine.:shock:
Nice :) I hope you like the game!
cirix
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BadDog73
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Post by BadDog73 »

You reinstalled windows??!! :shock: :shock: :evil:

Anyway... the cave delay settings for Atari could be improved. With current default settings with BD1 all intermissions are too fast - perhaps simply tweaking the default Atari BD1 delay timings internally stored may fix this just fine.

If you use the C64 style delay settings for Atari, it's not clear from the menu. Myself I have been using a simple milliseconds delay when I play, set at 180 160 140 125 115 for all levels. This more closely matches BD2 timings than BD1, which IIRC were more inconsistent from cave to cave. (I remember cave I especially was significantly slower, BD1)

I find I care less about recreating the exact settings than I do about finding one that I enjoy using.

Thanks for all the hard work with this project - I really appreciate that.
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CWS
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Post by CWS »

As there is an Amoeba 2 now, I think it would be nice to be able to set a different color for that then Amoeba 1!
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cirix
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Post by cirix »

BadDog73 wrote:You reinstalled windows??!! :shock: :shock: :evil:
Yes but it is in a virtual machine, and the only application I use on it is the development enviroment to make gdash for windows. so it is no big deal to reinstall it...
BadDog73 wrote:Anyway... the cave delay settings for Atari could be improved. With current default settings with BD1 all intermissions are too fast - perhaps simply tweaking the default Atari BD1 delay timings internally stored may fix this just fine.
I'll check the intermissions, and make up a formula to calculate the timing... You see, I treat the original data files (extracted from the memory of the emulators) as some kind of "etalon", which must not be changed. GDash should now how to use them. If I would solve this by changing the data, then later I would discover another game to convert - and then it would have to be checked again level by level. CWS helped me to figure out this formula for the C64 engines, now it is only a short time tome make one for the atari. :)
cirix
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CWS
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Post by CWS »

I noticed that in the element box all flies, guards and the cow are placed in the order they move - but not the biter. All four directions are in one line. This would be nice if the biter would also be placed right.

And another idea for SDash: I noticed that if a cave name has more than 21 letters, it's cut off at the right and left side of the screen. What if you include an automatic that if the letters are 21 or less the big letters are used and if 22 letters or more are displayed the smaller font is used. I like the big letters very much - they really look like the good old C64 original. But in some rare cases it would be better to have the smaller font. The automatic selection which one is better would be the best solution for that problem, so we can keep the big letters most of the time but seeing the small letters if necessary...
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Dustin
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Post by Dustin »

Has anything changed concerning the (object) random fill generator during the last weeks?
I have used the randfill for some levels (I didn't want to wait, so I retested some seeds). It was "RandFill" in the text file. But now I loaded the game I've begun to make with the latest Gdash version, and now it's called "RandFillC64" and the divisions look completely different!! (so that some of my caves are unsolvable now). Of course there's nothing wrong with updates, but they should be compatible with the older versions...
Boulder Dash X Rock, Paper, Scissors:
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
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cirix
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Post by cirix »

Dustin wrote:But now I loaded the game I've begun to make with the latest Gdash version, and now it's called "RandFillC64"
I checked it, it is a bug in reading. I will upload a corrected version.

Anyway, the game supports using the c64 random generator for those random fill objects, too. So it is changed since the last one :)
cirix
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Dustin
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Post by Dustin »

Ah, good! :-) I was fearing I had to test everything again...
Boulder Dash X Rock, Paper, Scissors:
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
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cirix
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bugfix release

Post by cirix »

Hi

recently I always try to deal with compatibility issues, too, as many of you already have levels saved by gdash.

i uploaded the bugfix version, 20081018. it also has some new features:
- each level and the game can have its own notepad, with text of any length.
- atari bd1, bd2, and construction kit timings measured and seem to work right.
- fixed the randomfillc64 bug. if you saved the file with 20081014, check your random element boxes; there will be a checkbox in the object properties window, where you can enable or disable c64 random seed. (i recommend c64! it could be compatible with any other clone.)
- some small changes.
- enhanced german translation by cws :) (some nouns are shown with small letters, but i will correct it.)

hope everything works, as i don't really have time this weeks, neither to code, nor to test the game. if not, there is still the older version!

bye
cirix
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CWS
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Post by CWS »

If you recommend C64 random seed - shouldn't it be enabled by default?
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Dustin
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Post by Dustin »

cirix wrote: recently I always try to deal with compatibility issues, too, as many of you already have levels saved by gdash.
Where to download these games?? :-))
Boulder Dash X Rock, Paper, Scissors:
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
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