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[Enigma-devel] Re: Enigma 0.60-beta

From: Petr Machata
Subject: [Enigma-devel] Re: Enigma 0.60-beta
Date: Sun, 15 Dec 2002 22:10:37 +0100
User-agent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.2) Gecko/20021126

Daniel Heck wrote:
It's been a lot of work, but Enigma is finally getting ready for the
next release.

- Daniel

Well, I downloaded the zip file and built enigma. But at execution the game failed with some errors. It turned out that levelpacks from index.lua were not in zipfile. I believe that they will be in the final 0.60, as most users seldom crawl through the c-code looking for the format of those files, trying to create them themselves :) I'm talking about levels/index_enigma.txt, levels/index_esprit.txt, levels/index_oxyd.txt and so on.

So after some trouble I finally reached the gameplay. And, hey! I don't believe my eyes! The game looks so much better since last release! It could be just a luck in selecting the levels, but those "little graphics improvements" did a great difference. Also some new levels that I played are cool - I love the cooperation of the actors in multi-marble ones (like in martin50 or martin51). Magnets are cool. Ice-ground is also cool :).

Some comments.

While playing with two actors, big black and big white marble, tha game should end after either of them "dies", IMHO. Now, end of game is only "bound" with death of one of them, and if the other dies, the game continues. I noticed that the same is for other actor combinations, if there is more than one. Maybe it's done like after the dead of all actors the game ends, ... still, I think that first dead actor should mean level replay.

After finishing last map in level list, the game does SIGSEGV. I would send some backtrace if only I have known how to :). It does no difference if there is just one map or there are all of them in one list - last level finished => SIGSEGV.

Keep up the good work, guys!

Petr Machata

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