lainchan / inter

Acid Flight

Lain Iwakura · 2021-09-04 11:13
Acid Flight is a free Arcade Game in the style of icy towers. It features dreamy, dizzling graphics. https://thunderperfectwitchcraft.itch.io/acid-flight Would be glad if you check it out!
Just another Random Lainon · 2021-09-04 11:15
Oh, ofc it got support for linux systems btw.
Ein · 2021-09-05 10:30
>>5112 It wont get past the splash screen for me on Debian, running the windows copy in wine achieved the same effect.
Eldon Tyrell · 2021-09-05 10:33
>>5120 Console output is: $ ./AcidFlight INFO: Anzeige #0: Modus: 1920x1080px @ 60hz. Kein Gamepad! Then it hangs. On the elf I can hear the laugh but the game just displays a copy of whatever was showing when it was run. I think this is the reason appimages etc. exist, it might be a good idea to try packing the game in one despite the issues it can cause.
The Plague · 2021-09-05 11:50
Hi. Thanks for the report! I do suspect that the problem is caused either by an incompability with SDL2_threads or the graphic card driver. I added two new files to the game. If you want, try to place them into the gamefolder, and run them with ./AcidFlight_DebianFix or ./AcidFlight_fixB does either one fix the problem? Thank you, greetings.
Arisu Mizuki · 2021-09-05 21:27
>>5126 Can confirm the AcidFlight_DebianFix executable runs perfectly so whatever you did was right. In terms of other feedback the game is a little too loud by default but quite fun once you get what to do (reading the help section is necessary to get much done, idk if an in game tutorial may be needed or what). The name entry is also far more complicated than it needs to be and generally more useful ui would be appreciated (you should really allow enter to confirm the menu and name entry). Overall though it's a pretty fun game, but it needs a better ui and slightly more juice (both in terms of things like obstacles or other things to spice up the gameplay and things like a more vivid combo meter).
Lain Iwakura · 2021-09-05 22:53
>>5136 Glad to hear this, and thanks for the detailed feedback. Going to include a few comfortfunctions for the ai in the next version; maybe also some blingbling for the combometer - not sure about additional obstacles atm - want to keep the gameplay minimal.
Dox · 2021-09-05 23:08
>>5139 I forgot one thing, there's a folder with the game (called 'SDL' iirc), it contains a bunch of header files that aren't needed it seems so can be safely removed.
Bobby Newmark · 2021-09-05 23:13
>>5140 Dang, you are right x) Ty
The Oracle · 2021-09-12 22:33
Did a small update, including a attempt to fix the bug occuring on old SDL2-Versions, aswell as a bordlerless-fullscreen mode and some improvements on the combo-counter.
Just another Random Lainon · 2021-09-14 01:52
Neat and kinda interesting!
Ivan Horvat · 2021-10-02 18:47
The wall kick is so good to spam until you hit the sky.
Jim Hilger · 2021-10-03 23:02
>>5303 Yeah, it's a possible help to break the 1000000 Point mark, but the most important ability is to use the down key to stomp back on plattforms after reaching a high scroll-speed.
Agent Richard Gill · 2021-10-03 23:24
>>5112 If you're doing a linux release it might be best to package it all as an appimage. That's how I'd do it if I were a game dev trying to target linux anyways
Jean Dupont · 2021-10-04 18:26
>>5313 Hi. Thanks for the hint. Did you encounter problems when running the game? Appimages come with their advantages and disadvantages (even though they might be mostly theoretical in nature). Up until now I only recieved 2 bugreports for Acid Flight, so i thought distributing the binary would be fine.
Elliot Alderson · 2021-10-08 00:27
>>5321 no its just that people who use eunuch based OSes don't really like tarballs since uh. you have to extract them. Better to just have the oneclick image. Game was great and played good. You're doing it in C right? Hardcore man, I don't have the balls to write in C if you know what I mean. It'd probably also declutter the whole "a fix for every distro" thing you know. I liked the cute little buttons I want to lick them from the inside.
Naomi Nascimento · 2021-10-09 21:36
v1.1 just crashes on the epilepsy splash screen on windows your music is a lot more pleasant in mono when i do the halfway headphone jack trick. simplistic atari2600-style game music like this should not be in stereo. is your music supposed to be this loud and grating? it completely overwhelms jump.ogg most of the time you should stop exporting your ogg vorbis music as 320kbps, your music folder is taking up 32MB out of the total game folder's 40MB. 96kbps is good enough, export to that, i can't tell the difference in a blind test with good earbuds. you would save 1/4 of total filesize this way. your two ogg vorbis sounds are 500kbps, that's insanely excessive, you can definitely get away with 80kbps with no perceivable difference. stereo again unnecessary. turning off fullscreen in options doesn't do anything. you need to fix the alt-tab issue, at least on windows, not sure how it is on linux. i don't remember how it's done on SDL, on directx you just reset the direct3d renderer (idirect3ddevice) after checking if device is lost in the render loop. you should be keeping track of where the selection/cursor was in the main menu when entering a different screen like options. ex. if i go back to main menu from options, the selection should be on options, not reset to start. you should allow the enter key to also select items in menus. you are breaking a convention by only allowing spacebar, this is not user-friendly. when i play a game where i navigate in menus with arrow keys i expect the enter button to work. entering a name for highscore is completely user-unfriendly. ex. if i press backspace, i expect it to delete a character. i should be able to skip past your logo and epilepsy screens by pressing enter, space or esc. you need to rework what you're doing with the escape key. it should function as a back key (ex. if i'm in the options, i click esc, it should back to main menu, with the selection on options), and a pause-to-ingame-menu key which would pause the game with a menu with Continue and Exit (to main menu) as options. the game should start windowed, e.g. 1280x720 on a 1920x1080 screen. that's just the convention with today's indie games, i think most people would prefer fullscreen as opt-in instead of the default. you can reduce AcidFlight.exe from 655kb down to 250kb with upx. there is no runtime cost using it. https://github.com/upx/upx/releases/tag/v3.96 https://en.wikipedia.org/wiki/UPX https://github.com/upx/upx use this command: upx --best --crp-ms=999999 --nrv2b AcidFlight.exe why does your game take 80MB of RAM? it's not that big a deal but it seems a bit high for how few assets you have. how are you loading your files, do you load everything on startup? it's been a while since i used SDL, is most of that just SDL overhead?
Hiro Protagonist · 2021-10-10 22:17
>>5344 Thanks for the feedback. It is done in C++. >>5360 Also, thanks for the detailed feedback! The problem regarding the crash when starting 1.1 using Windows is most pressing - do you recieve any errormessage? to be honest, i didn't optimize the game in any way regarding the use of diskspace - people got so much of it nowadays that I didn't believed someone would care about it ;). Guess I really have to improve on my UX though, you aren't the first to adress it.
Sipho Nkosi · 2021-10-11 21:29
>>5360 Was able to reproduce the issue on Windows on the Computer of a friend who runs it and was able to fix it; version 1.11 is up and should be running for windows and linux (including debian, hopefully) alike.
Incognito · 2021-10-17 15:12
>>5360 Version 1.2 allows the use of the arrow keys and return in the menus. I also included a option to force mono sound (requires a restart, same for the Fullscreen-toggle). Since ALT-Tabbing works in borderless mode, i just made it default and tweaked the sound options a bit.