Hexoshi

Re: Hexoshi

Postby onpon4 » 12 Jan 2017, 13:06

I haven't seen anything like that. I think the most likely explanation is that you need to regenerate your map files. Try running Hexoshi with the "-m" option. You should also do this any time there are any changes to the rooms.

If that isn't it, can you post a screenshot, or alternatively save the map with the "-s" option and post that?
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Re: Hexoshi

Postby onpon4 » 13 Jan 2017, 01:14

https://www.crowdsupply.com/onpon4/hexo ... ng-results

Voting Results

The first poll has concluded, and the results are in. Of the 25 eligible voters, 12 voted and 13 abstained. The results were as follows:

1. 5 votes (36%)
2. 1 vote (7%)
3. 8 votes (57%)

So the first task we will work on is: Add Anneroy’s new abilities. Thank you to everyone who voted!

Progress Report

I had Monday and Tuesday available this week, so I dedicated both days to Hexoshi’s development. I timed myself for 3 hours of work on Milestone 1’s goals, though I also spent several hours on some extra things which I did not time myself doing. The following developments occurred:

* 9 new rooms have been added, bringing the total number of rooms to 23.
* A message is now shown the first time you activate a warp pad explaining that you can press “up” to teleport (similar to the messages seen when powerups are collected).
* I made sloped versions of the stone tiles. they can be seen below the E-tank to the left of the Handheld Map.
* Support for “map hints” to change the way the map is generated has been added. These hints are used in some of the new rooms. Their intended purpose is to enable the creation of non-rectangular rooms.
* Lines of Code – a track which was previously rejected because of its loudness war syndrome – has been added back in for use in the credits screen, where this isn’t so much of a problem.
* Support and graphics for useless artifacts has been added. These can be used sparingly to add some purpose to corridors designed to take players in the wrong direction, and to otherwise add filler to the game. It can also be a handy way to put easter eggs into the game.

Other Notes

Someone contacted me and asked if there is a mailing list to discuss voting issues. Unfortunately, there currently is not. However, I do want voters to discuss these issues, especially more important ones like the next one, so from now on I will open an issue on Hexoshi’s GitLab page for discussing each poll. The corresponding issue will be linked to both in the nomination phase announcement and in the voting phase announcement.
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Re: Hexoshi

Postby MCMic » 13 Jan 2017, 01:27

Yeah, it’s way better with -m.
There still are a few weirdness, like doors leading to themselves it seems, but that might be intentional.

There is also a room you ge stuck in, as you’d need morphball to go left and walljump or doublejump to go back right where you came from.
Nice progress anyway.
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Re: Hexoshi

Postby onpon4 » 13 Jan 2017, 01:58

There still are a few weirdness, like doors leading to themselves it seems, but that might be intentional.


More like, temporary. :) Those are doors that are going to lead to rooms that don't exist yet.

There is also a room you ge stuck in, as you’d need morphball to go left and walljump or doublejump to go back right where you came from.


Yes, that's the room where you're going to get the ball powerup. You can see the platform the powerup is going to go on, but since it hasn't been implemented yet, it's currently empty.
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Re: Hexoshi

Postby MCMic » 13 Jan 2017, 22:48

Ok, I’ll wait for the next updates then :-)
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Re: Hexoshi

Postby onpon4 » 14 Jan 2017, 03:40

The nomination phase for new enemies has begun:

https://www.crowdsupply.com/onpon4/hexo ... ew-enemies

Although it seems a bit early, I think it's a good idea to begin the nomination phase for the question:

What new enemies should be added to Hexoshi for Milestone 1?

The nomination phase will last until January 20. During this phase, anyone (regardless of whether or not you are registered to vote) can nominate any number of candidates for possible choices on the ballot. Nomination does not guarantee appearance on the ballot; that decision is ultimately up to me. However, this is your chance to share and discuss your ideas.

Please either send your nominations to onpon4@riseup.net, or post them to the following issue on GitLab (which can also be used to discuss the question):

https://gitlab.com/hexoshi/hexoshi/issues/5
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Re: Hexoshi

Postby onpon4 » 22 Jan 2017, 00:06

https://www.crowdsupply.com/onpon4/hexo ... e-extended

Because of the nature of this particular issue and the fact that nominations only started coming in a few days ago, I have decided to extend the nomination phase for enemies until January 27. Please feel free to send any ideas for nominations you have to onpon4@riseup.net, or post them here:

https://gitlab.com/hexoshi/hexoshi/issues/5
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Re: Hexoshi

Postby onpon4 » 27 Jan 2017, 02:27

https://www.crowdsupply.com/onpon4/hexo ... s/savannah

Hexoshi has been approved on Savannah! Because of this, further development will be done there. The project has been fully moved, and the GitLab project has been archived.

The new location for the website is found here:

http://hexoshi.nongnu.org

And the new project page is here:

https://savannah.nongnu.org/projects/hexoshi/

To be clear, the new enemies issue will continue to be discussed on GitLab, while future issues will have either an associated task or an associated bug on the Savannah project page.

Savannah supports a lot of features that GitLab does not. In particular, I have started using the Task Manager to track our progress on the goals of Milestone 1, and I will be posting updates to the news feed in addition to Crowd Supply from now on; you can subscribe to the news feed here:

https://savannah.nongnu.org/news/atom.php?group=hexoshi

Other than the move to Savannah, the news is relatively modest. Luke has begun to work the ball form, and I have completed some more rooms and made some other enhancements to Hexoshi. The time I recorded myself working on Hexoshi since the last update was 1 hour and 30 minutes. This is inaccurate since I forgot to time myself a few times, but that's fine; I'll just say a wizard did it. So officially, the amount of time I've spent in total is 4 hours and 30 minutes. Changes since the last update include the following:

* Six more rooms were added, bringing the total number of rooms to 30.
* The E-tank to the left of the Handheld Map has been replaced with a useless artifact. I felt that it was too early to give a health upgrade there.
* The map disk near the second warp pad is now complete (i.e. the rooms it maps out now all exist).
* A "map" key has been added (assigned to "M" by default).
* Powerups are now removed from the map when collected. Because of the nature of the map, this cannot be retroactively applied to old save files; you will have to start a new game.
* The URL in the credits has been updated to "hexoshi.nongnu.org".
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Re: Hexoshi

Postby DGMurdockIII » 02 Feb 2017, 19:15

can you get the game on itch.io/ please https://itch.io/
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Re: Hexoshi

Postby onpon4 » 03 Feb 2017, 00:31

Yeah, I'm going to publish it there when version 0.1 is ready. I'll also be publishing it on Game Jolt.
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Re: Hexoshi

Postby MCMic » 08 Mar 2017, 19:05

There is a problem with the ball control when using analogic stick, down will transform into ball right away, so for instance I cannot jump and shoot down anymore, it morph me into ball. Using the cross it works fine.

Also, using wall jump in a 1 tile wide hole I managed to get stuck in the wall. Maybe it’s already a known bug, not sure.

Keep up the good work :-)
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Re: Hexoshi

Postby onpon4 » 08 Mar 2017, 19:31

There is a problem with the ball control when using analogic stick, down will transform into ball right away, so for instance I cannot jump and shoot down anymore, it morph me into ball. Using the cross it works fine.

Thanks for reporting this. I've been testing only with a keyboard, so I didn't even think about it. I think I know the cause; I'll see what I can do about it.

Also, using wall jump in a 1 tile wide hole I managed to get stuck in the wall. Maybe it’s already a known bug, not sure.

Nope, that was unknown; I just coded the wall jump a few hours ago. ;) I'll look into it.

EDIT: Both have been fixed.
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