Felinity

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Post: #16
I followed the little mouse on the map for a while. On the fourth move of the mouse, he crashed the game:
Code:
Thread 2 Crashed:
0   libobjc.A.dylib                   0x00007fff8582533c objc_msgSend_vtable14 + 12
1   com.yourcompany.Felinity          0x0000000100073666 -[CCTMXTiledMap dealloc] + 70
2   com.yourcompany.Felinity          0x0000000100083f73 ccArrayRemoveAllObjects + 83
3   com.yourcompany.Felinity          0x0000000100084888 ccArrayFree + 40
4   com.yourcompany.Felinity          0x0000000100084834 -[CCArray dealloc] + 52
5   com.yourcompany.Felinity          0x0000000100038c93 -[CCNode dealloc] + 419
6   com.yourcompany.Felinity          0x00000001000a165e -[Dialog dealloc] + 158
7   com.yourcompany.Felinity          0x0000000100014908 -[CCActionManager deleteHashElement:] + 744
8   com.yourcompany.Felinity          0x0000000100019a37 -[CCActionManager update:] + 679
9   com.yourcompany.Felinity          0x0000000100058134 -[CCScheduler tick:] + 404
10  com.yourcompany.Felinity          0x000000010007eea7 -[CCDirectorDisplayLink drawScene] + 247
11  com.apple.Foundation              0x00007fff84ef663b __NSThreadPerformPerform + 219
12  com.apple.CoreFoundation          0x00007fff863b4e91 __CFRunLoopDoSources0 + 1361
13  com.apple.CoreFoundation          0x00007fff863b3089 __CFRunLoopRun + 873
14  com.apple.CoreFoundation          0x00007fff863b284f CFRunLoopRunSpecific + 575
15  com.apple.Foundation              0x00007fff84f19a18 -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 270
16  com.apple.Foundation              0x00007fff84f198f7 -[NSRunLoop(NSRunLoop) run] + 77
17  com.yourcompany.Felinity          0x000000010007ed86 -[CCDirectorDisplayLink mainLoop] + 166
18  com.apple.Foundation              0x00007fff84edee8d __NSThread__main__ + 1429
19  libSystem.B.dylib                 0x00007fff88838456 _pthread_start + 331
20  libSystem.B.dylib                 0x00007fff88838309 thread_start + 13

Howling Moon Software - CrayonBall for Mac and iPhone, Contract Game Dev Work
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Post: #17
(Jul 25, 2011 06:47 AM)AndyKorth Wrote:  I followed the little mouse on the map for a while. On the fourth move of the mouse, he crashed the game:
that bastard! Ninja
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Post: #18
Doesn't run on my Mac Mini (Unsupported on this Mac). Does it require 64-bit?

- Lincoln Green
http://www.binkworks.com/
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Post: #19
nope (not to my knowledge).
It does require X.6 though
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Post: #20
I'm on 10.6.8 (Snow Leopard).
Trying to open the executable file itself in Terminal gives me a 'Bad CPU type in executable' error.

- Lincoln Green
http://www.binkworks.com/
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Post: #21
hmmm, okay. I'll have to take a look at the build options
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Post: #22
Yep, 64-bit only (doesn't run on my MacBook)
Code:
$ lipo -detailed_info Felinity
input file Felinity is not a fat file
Non-fat file: Felinity is architecture: x86_64
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Post: #23
(Jul 25, 2011 05:11 PM)PowerMacX Wrote:  Yep, 64-bit only (doesn't run on my MacBook)
Code:
$ lipo -detailed_info Felinity
input file Felinity is not a fat file
Non-fat file: Felinity is architecture: x86_64

Thanks guys. Turns out debug builds don't build fatty executables. I'll upload a new version tonight so everyone can play.
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Post: #24
Uploaded a new version (SHOULD be fatty, but running lipo on it gave me no useful output)
Code:
[Antise:Build/Products/Release] skyhawk% ls
Felinity.app        Felinity.app.dSYM    Felinity.zip
[Antise:Build/Products/Release] skyhawk% lipo -detailed_info Felinity.app
lipo: Can't map input file: Felinity.app (Invalid argument)
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Post: #25
You have to go into the bundle and lipo the binary itself.

Code:
kortham@Rivest ~/Desktop/Felinity.app/Contents/MacOS$ lipo -info Felinity
Architectures in the fat file: Felinity are: x86_64 i386

Howling Moon Software - CrayonBall for Mac and iPhone, Contract Game Dev Work
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Post: #26
Code:
lipo -info /Users/keith/Downloads/Felinity.app/Contents/MacOS/Felinity
Architectures in the fat file: /Users/keith/Downloads/Felinity.app/Contents/MacOS/Felinity are: x86_64 i386
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Post: #27
(Jul 25, 2011 07:08 PM)AndyKorth Wrote:  You have to go into the bundle and lipo the binary itself.

Code:
kortham@Rivest ~/Desktop/Felinity.app/Contents/MacOS$ lipo -info Felinity
Architectures in the fat file: Felinity are: x86_64 i386
It's IN the executable. *stands like monkey around computer*
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Post: #28
It's a tad early for polish, but I wanted to start setting standard for the art in the game earlier in production. From previous iterations, mostly everything is more well defined.

Other things done is now you're able to die. Like when your character dies, you go to the game over screen and everything... which is of course incomplete, but that's better than your game being stuck in a soft-hang.

You can also play through the full rat story line...

[Image: FelinitySS006.png]

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Post: #29
So a crucial part of Felinity is now done: The ability to save a game and load your saves.

So there are a few different save models in RPGs.
  • Save at dedicated spots. Such as at an inn or church. This doesn't well for Felinity as she spends the majority of the time in the "wild" and I don't think she's particularly religious, being a cat and all.
  • Save absolutely at any time. My approach is similar to this, but not entirely. You can save anywhere on the map portion of the game. Exceptions are when you are in the middle of a Dialog, or "actions" are running. I also do not allow saving in the middle of a Battle (I feel the potential to cheese here are far too great).
Probably the best part of having Save and Continue implemented is that I can now test different parts of my game more easily. At the very least, I can hack save files together to be where I need to be!

So what comes next:
[Image: Alley20110804.png]

I need to do some artwork for the post office (where you find the rat king), I need people in the post office (ya know, that's one thing that's horribly absent from my game. Cars and people).

After that I will be putting in more work into the Park. The Park is where we'll be meeting the next enemies. One of the things I have to keep in mind is level progression. I want people to level moderately quickly as this is a somewhat short game, but I must be careful not to progress the enemies too quickly, or Tandy may find herself overwhelmed if she decides to forego leveling first. The game rewards you modestly for fighting things much too hard (simply beyond your level), so that you're always brought up to the correct level for the area swiftly. The game also rewards you less so for staying in one area and grinding up. I don't want anyone to feel they need to stay in an area and level because "the next area is too hard".

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Post: #30
Thanks to some valuable feedback, I've revamped much of the game's world graphics:
[Image: mMgPh.png]

As always, download is available here

I'm going to be on the road on "vacation" for the next 5 days, hopefully I can get my art / guys planned out for the next few areas, as well as plan Tandy's level progression from level 6 and onward.

PS. Any way to fix the images from being chopped off?
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