felicityvi / shiromino Goto Github PK
View Code? Open in Web Editor NEWA diverse and challenging puzzle/action game with stylistic roots in the arcade
License: MIT License
A diverse and challenging puzzle/action game with stylistic roots in the arcade
License: MIT License
I noticed that there is potentially unintended behavior in G1 20G (possibly other modes, too). When you reach level 999 without becoming GM, the drop animation of the stack is not completed. In TGM1, this can only happen if you reach the GM title and at the end of the credit roll. When that credit roll is over, it simply freezes the stack at whatever state it is in, i.e. any blocks above the last line you cleared may or may not float. As a suggestion, I think that for aesthetic reasons, there should never be floating blocks at the game-over screen.
FeV, I know that you are currently taking a break from Shiromino, but I hope that you will eventually continue working on it as it is a wonderful piece of software.
Examples are below.
the current version tags make it difficult to package this in linux distros because it's not clear what kind of versioning scheme will be used after beta
I recommend using a scheme like https://semver.org/
... so something like 0.3.2beta instead of beta3-pre2
0x00007fffad02eb52 in strlen () from /usr/lib/system/libsystem_c.dylib
(gdb) bt
#0 0x00007fffad02eb52 in strlen () from /usr/lib/system/libsystem_c.dylib
#1 0x00007fffad0749fc in __vfprintf () from /usr/lib/system/libsystem_c.dylib
#2 0x00007fffad09d423 in __v2printf () from /usr/lib/system/libsystem_c.dylib
#3 0x00007fffad09d68e in __xvprintf () from /usr/lib/system/libsystem_c.dylib
#4 0x00007fffad07333e in vfprintf_l () from /usr/lib/system/libsystem_c.dylib
#5 0x00007fffad06bdff in fprintf () from /usr/lib/system/libsystem_c.dylib
#6 0x00000001000453e2 in scoredb_add (s=0x7fff5fbff8f8, p=0x7fff5fbff900,
r=0x10216c200) at src/scores.cpp:186
#7 0x0000000100040214 in qrs_end_record (g=0x100a77610) at src/qrs.cpp:1097
#8 0x000000010002bf87 in qs_are_expired (g=0x100a77610) at src/game_qs.cpp:1809
#9 0x000000010002c184 in qs_process_are (g=0x100a77610) at src/game_qs.cpp:1873
#10 0x000000010002b67d in qs_game_frame (g=0x100a77610) at src/game_qs.cpp:1582
#11 0x000000010001aa84 in procgame (g=0x100a77610, input_enabled=1) at src/core.cpp:1601
#12 0x0000000100018bb0 in run (cs=0x7fff5fbff340) at src/core.cpp:721
#13 0x000000010003ce1c in main (argc=1, argv=0x7fff5fbff968) at src/main.cpp:124
This is caused by log_info
in scores.cpp
line 186 when logging the replay info to stderr
.
The replayDescriptor
string has the contents " 9 G1 MASTER 0-8 00:05:61 2019.05.03\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000"
which may be contributing to the segfault.
Commenting the line out in scores.cpp
is a temporary solution to this.
In beta 2-ish I found it very convenient to be able to move my replay files from my laptops (I regularly use 3) to my desktop where I could record them with streaming software and keep them in one place. In the latest version this isn't possible since they're stored in a database file that doesn't allow accessing or manipulating individual runs.
I'm basically sticking to beta 2 because of this. :/
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