Democracy!

Hi folks!

We published a new version of the game online yesterday.
New features include:

  • Better networking layer
  • Vote to let players into your game
  • Vote to restart. (51% wins the vote)

Freeze!

Hi Folks.

We had reports flooding in of crashes and the game just freezing up.
Managed to solve most of the hard crashes, but we have not located the freeze error yet.
To catch this error, i added a watchdog thread that checks regularly if the game is still alive. If it does not detect a life sign, it will crash the game. (giving us more info.)

More fun changes are coming, we are working on making joining/hosting networked games a bit easier and smoother.

Classes and objects.

A new version of the Lemmingball Z engine has been released.

 

While i am hard at work with preparing a room for my son (to be born February 2015) i did find some time to work on LBZ. I held a coding weekend while my wife attended a conference back at the end of September. During this coding weekend i removed ALL of the dangerous new/delete c++ code that is no longer needed since the c++11 and c++14 standards. This means: lots a bug-fixes…

 

The process also inspired me to take a hard look at the LGS scripting language. From this was born the idea to added classes and objects in LGS allowing for a few simple Object Oriented tricks in new scripts… This in turn lead me to creating TESTS for the LGS language… to see if what i think the language does matches with what is actually happening. With these new tests, when and if i f*ck something up, I’ll know! :)

 

 

Anyways: The LGS language received an upgrade:

  • Define your own datatypes (classes)
  • New datatype “object” (can store anything, can have a class)
  • New concept “references”, you can now make a reference a objects and strings.
  • variables that are “playerglobal” “moveglobal” or “global” are now without limits… define as many as you need, and strings and objects are now also supported as globals.
  • Enhanced speed of the scripts, and reduced required memory to run them.
  • catchevent and catchallevents can now take catch multiple event at once: (catchevent(A,B) { //code })
  • All internal LGS variables and functions are now defined in the same list: allowing me to add functions and variables easier.
  • Better handling of LGS crashes.
  • LGS is better tested, and a lot of weird bugs have been killed.

Bugfix update

Hi folks!

I’ve been offline a lot lately, because we are expecting a baby! :D Fortunately i’ve found the time to upload release 8898. This update fixes a number of crashes.

Further, this is mostly a house-keeping release, where i just refactor some code to follow modern c++ standards.

 

Happy gaming.