Artificer's Quest: the Staff of Ivalder
Monday, July 30, 2012 - 00:32
I have finished the final beta of my Liberated Pixel Cup entry, Artificer's Quest: the Staff of Ivalder, version 67. It is an action-shooter based on classic fantasy, and features two chapters, with 6 combat sections as well as a story.
Screenshots can be found here: http://imgur.com/a/AVdmU#0. They showcase the menu and some of the spells and enemies in action.
Source and binaries can be found here: http://www.sendspace.com/filegroup/ani1SmenRzIeh2HO9nVLeEGms0tQxFSY. The Debian binaries require some libraries to be installed, but should work on both Debian Stable as well as Ubuntu 12.04. The source can currently be compiled on Debian Stable and Windows 7.
Images don't work :(
I am sorry about that, the links should work now.
Hey there. I tried building the game for Fedora 17. I downloaded the Enigma Engine, but when I tried to import your project, a bunch of things showed up.
It might be related to the version of gcc I'm using, or not.
Initializing global scope.Undefining _GLIBCXX_EXPORT_TEMPLATE
Dumping whiteSpace definitions...Opening ENIGMA for parse...
ERROR in parsing engine file: this is the worst thing that could have happened within the first few seconds of compile.
/
| |
\ \
| | |
\ / / \
\ | | | |
| / /\ \ /
/ | /# \ | |
| \ * ` \
\ / = # ` |
| | # ___/ /
/ _`---^^^ `. |
| .* # = | \
| = # __/
.\____-------^^ `.
/ # # \
| = = |
\___ # #___--^
^^^^^^^^^^^
In file included from /usr/lib/gcc/i686-redhat-linux/4.7.0/../../../../include/c++/4.7.0/bits/stringfwd.h: Line 45, position 1: Expected type name or keyword before identifier
code snippet: .h>
namespace std _GLIBCXX_VISIBILITY(default)
{
<<>>_GLIBCXX_BEGIN_NAMESPACE_VERSION
template<typen
Code snippet unavailable; possibly heavily buried in untraceable macros or instantiations.
After that, I tried to run the game, but got this error:
Syntax error in script `scr_initialize_character_sprites'
Unknown function or script `ds_map_exists'
The terminal output says:
SYNTAX CHECKING AND PRIMARY PARSING:
28 Scripts:
for ( a = 0 ; a < global . ; aniLength ; a += 1 ) { for ( i = 0 ; i < global . ; dirLength ; i += 1 ) { var ; last_part = "_" + global . ; ani [ a ] + "_" + global . ; dir [ i ] ; var ; a0 = "spr_" + argument0 + last_part ; var ; a1 = "spr_" + argument1 + last_part ; var ; a2 = "spr_" + argument2 + last_part ; var ; a3 = "spr_" + argument3 + last_part ; var ; a4 = "spr_" + argument4 + last_part ; var ; a5 = "spr_" + argument5 + last_part ; var ; a6 = "spr_" + argument6 + last_part ; var ; a7 = "spr_" + argument7 + last_part ; if ( ds_map_exists Syntax error in script `scr_initialize_character_sprites'
Unknown function or script `ds_map_exists'
You are right, it is related to the version of gcc and C++ files on the system. The current version of ENIGMA has its own parser for C++, which does not support C++11, and that is why it is supported for Debian Stable but not Debian Testing. I imagine that certain older version of Fedora would work with it, but I have not tried it out myself. Work is progressing on a new parser, which is more robust and can handle C++11. I have recently tried out a branch of ENIGMA that uses the new parser on Ubuntu 12.04, where it works after some small modifications to the game, but it is not stable across platforms yet.
Darn, I feared it was due to c++11. Is there a way to get it to use the old compiler? Maybe setting a flag before running it or something like that?
I had success getting the binary for 64-bit Debian Stable running on 64-bit Fedora 17 using the following steps:
sudo su
yum install openal-soft-devel
yum install alure
yum install dumb
cd /usr/lib64
ln -s libdumb-0.9.3.so libdumb.so.1
exit
Similar steps might work for 32-bit. Are you using 32-bit or 64-bit Fedora?
I managed to play the game! I wrote a (pretty long) review about the game: http://k3rnel.net/2012/08/16/lpc-game-review-artificers-quest
Man, those last 2 levels are tough!
Thanks for the review, I'm glad you enjoyed it.
The reason the last two levels are so tough is because I was making easier levels than challenge mode after betatesters said the game was too difficult, and I was afraid it would become too easy, so I ended up making them too tough :). The next version of the game should feature levels that are still challenging but not as difficult.
The slowed movement while casting spells is intentional. It is a gameplay mechanic that influences the game a lot, and while it does make it harder, I also think it makes the game more interesting. But it is one of the mechanics I am still wondering about.
I figured the slow movement was intentional, as I didn't see a framerate drop after casting the spell. It does make you unable to run away from the skeletons, which in turn hammer and drain your life in no time :P