Posts Tagged “ANGER”

The following video was produced using gource, ffmpeg and our ANGER  subversion log (from Dec. 2009 to Mar. 2011).

ANGER SVN Activity 2009.12-2011.03 from macfidelity on Vimeo.

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(Image from flickr)

We are looking forward to get the public release done. At the moment some tickets are still open. A mixture of bugs, enhancements and setup related issues.

Not that much to get it done very soon but at the moment I have a really time consuming project called real life. This may not get better the next weeks but I hope from developing point of view to get the last tickets fixed as soon as possible.

For all of you waiting for the release please stay tuned. We are very close…

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While we are still heavily hunting ANGER bugs (currently with 0.5.21) i would like to show you a funny screenshot from the 0.5.19 build-series.

At that time core was just implementing some enhancements to  our Stage-Clear screen – basically adding 2 ingame-screenshots of the last  stage.

The idea behind that change was to add more player-individial/specific informations to that screen – screenshots from the last played stage might do the trick for us.

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Since the start of our ANGER-development project the game had only 1 game-mode. The entire game idea was based on manually/scripted levels if it comes to enemies, timings, positions etc.  That’s fine on the one side – as you have total control over each game-sequence – but it caused tons of work on the other side.

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Anger offers the ability to have autoweapons. This weapons can be placed at the ground and will fire at the enemies within the weapons range. At the moment a cannon, laser and thermal rocket is available.

The screen above was the result of my nephew. He likes the auto-weapons and uses them quite often. There was already a ticket from fidel to limit the number of autoweapons by class. Bad news for my nephew :-). Only 3 autoweapons per class allowed in the future.

Sorry.

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Most of the time I develop in the Mac OS X environment while fidel is testing under linux. The game provides some sound effects which worked only on the mac. We first thought about having a problem with the general problem with the soundengine on linux. Playing around with Open-AL, ALSA  and different sound configurations ended up all in deep silence.

I was close before giving up. Time goes by and I restart investigating the problem. I first checked the sound sample of SFML library which worked !

But why ? I compared the sources and then I catched the problem. To play sound the system uses two objects: sound and soundbuffer. I was using the objects but it did not work. What was wrong ? The solution is quite simple. The game uses multiple sounds and so I handled all sounds in a manager object. But the sound manager had one big logical mistake. Each time I accessed the manager to start playing a sound, the manager made a copy of the objects and started playing. The copy was the problem because after start, the object was destroyed (local scope). The destroy stops playing which results in silence :-)

Rewriting the storage of the sound objects the sound works now. Yeah!

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