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1.24.1 Bugfix Release

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I’ve just published 1.24.1 to Google Play.

It contains the following fixes:

  • Ostriches drop lots of feathers
  • Using arrows as melee weapons only deals minimum damage (the same as using bare hands)
  • Fixed fogging of ivy when viewed from a distance
  • Small performance optimizations
  • Made reindeer sound louder

I’ve been trying, but I can’t reproduce the problem with game crashing and failing to autosave displaying error message “too many open files” :-(

Please keep testing. I want to release for the remaining platforms today.



1.24 for iOS in review

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Yesterday I uploaded 1.24 to AppStore for review by Apple. Now it’s in their hands – if we’re lucky you may get it before Christmas.

I am worried by the loading error on Android:

2013-12-16 19.18.30

If you’re getting it, can you please tell me:

  • What device and what version of Android do you have
  • When does the error happen
  • How often does it happen

So far I wasn’t able to reproduce it on any of my devices – I can’t fix it if I don’t get it happening here :-(

Thanks!


Speculative fix

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I spent most of today chasing the bug with game loading, see the earlier post for screenshot.

I still haven’t managed to reproduce it, which is unfortunate. I did some detective work and identified potential causes. I patched those and I’m hoping for the best. Something called “speculative fix”.

The new version number is 1.24.3. If you had the issue mentioned in the previous post please download and tell me whether it’s gone or not. This version should go live in a couple of hours.


Amazon passed cert

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Just a quick update. Amazon have approved 1.24. It should be available in Kindle Store right now. Apple and Microsoft still doing their dance. Will keep you posted.


iOS passed review

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Further piece of good news – iOS passed review:

Approved

 

This is from 7 hours ago, so it’s probably not yet available for download but should soon be!


Not loading bug

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Now that all the platforms have been pushed out, I am looking again at the bug that causes the game fail to load on some Android devices.

The problem is I have yet to come across such a device myself.  I can’t fix this problem without being able to reproduce it.

The game starts flawlessly on all ~20 test devices I have. Today I went so far as to go to the local supermarket and test it on all the phones they had on display, including some cheap Chinese tablets. I hope I deleted all the account data from them afterwards :-) Anyway, no luck – works everywhere.

From the reviews and your comments I know that the device/OS combination that seems to be the most offensive is Galaxy S2 + Android 4.0.4. Also some older LG phones have it. As these are no longer in production, I will have to eBay again, it seems :-(

If the game doesn’t load for you, please keep listing your configurations in the comments (phone model + Android version).


Microsoft approved 1.24

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1.24 is out on Windows Phone. It was approved yesterday, so should be already available for update on all devices.

Merry Christmas everyone!

ChristmasTree


Android bug contd.

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While I still don’t have a device that allows me to reproduce the Android crash bug during loading, I have some further suspicions where the bug may be coming from.

I have built a custom APK for you to try. If the game does not load for you since the latest update (i.e. 1.24), please can you install this APK and check it out? Let me know whether it makes any difference in the comments or by emailing me at candyrufusgames@gmail.com.

Thank you!

 



1.24.4 out for Android

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Several people independently confirmed that the test build from the last post fixes the crash a startup problem.

The fix has now been published to Google Play and is available for update (version 1.24.4.0).

That means that I understand what was causing the problem. And it’s not pretty. For Android, that is. It is an extremely buggy system, and very inconsistent. Even when testing on 20 different devices one cannot be sure that the game works.

The problem it turns out is there were too many sound files being loaded in short succession. Android queues them to be loaded in the background, which I think is a truly idiotic idea – if I wanted to do that I could spin up a thread and do it myself. If too many are queued too fast, the whole process comes down, crash and burn. No errors, nothing. Testament to great quality engineering! Moreover, this only happens on some devices, on others the limit does not exist or is much higher, I don’t know. Basically random stuff. And we’re not talking about excessive numbers of sounds here – there’s a couple hundred of them taking several tens of MB when uncompressed. What a joke on devices which have 1 or 2 GB or RAM.

Anyway, let’s stop ranting. The fix is to stop preloading all sounds during game startup. It means that on Android sound will not work properly until after sometime after the game has started. For example you will not hear first footsteps or block breaking sounds. Not nice, but it’s better than crashing.

On the brighter side of things I have started work on 1.25 :-)

 


Happy New Year

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Work on 1.25 is going on. I made quite a lot of changes in the UI to allow me to ditch many sizeable textures and keep loading times, memory use and download size small. It should also look much slicker, especially on high-res displays. Nothing to show yet, though.

Happy New Year everyone!


Procedural UI

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For some days I have been working on converting most of the bitmap-based UI in Survivalcraft to procedural drawn one. Along with that I am doing large refactoring of the code that handles the UI to be less rigid and easier to extend.

To give you some background of that work, in 1.24 every panel was hand drawn. Furnace, crafting table, inventory, chest, vital stats etc. As you can imagine, to maintain these panels required a lot of work. Horrible, mechanical work mostly. Bitmaps are inflexible, ugly in high-res, and are increasing download sizes and memory usage. I knew for a long time that they will have to go.

Because one of the features in 1.25 will require me to extend the list of these panels (hint, hint), I decided now is the time for a change.

For example, here’s how the procedurally drawn furnace panel looks like:

ProceduralFurnace

All the slots, text and even the arrow is procedural, everything declared in my homebrew XAML-derivative. For the coders out there, I even have attached properties. How cool is that :-)

Fonts are still bitmap-based unfortunately, even though they use a much improved rendering engine compared to what’s built into XNA. I’m not really up for making a cross-platform vector font renderer…

All this has interrupted my work on the actual game features, but I should be back on them shortly! Some major refactoring is needed from time to time if the game codebase is to stay healthy.


New weapon

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One of the first additions to 1.25 will be a new weapon. I know the game has recently become much more difficult, mostly by introduction of large numbers of vicious animals like lions, tigers and hyenas. In 1.25 I hope to mitigate it a bit. Stay tuned, I have the weapon almost finished. And yes, it will need a whole new UI panel to operate.


New weapon video

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I finally finished working on the new weapon for 1.25. Here’s a video for you. Typically, it ends with a bang.

http://youtu.be/qbnjBTmctpQ

There are two types of ammo for it, even though only one is shown in the video. The player died before I could show you the other :-)


Beste Kinder Apps

Sound Delay

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I have a new video for you:

http://youtu.be/tfDX8N7_m48

I am working on a new weapon and it’s rather powerful. Unfortunately, it does not sound very well with the audio engine in 1.24, so I had to upgrade it a little and introduce proper sound delay system. The only thing that was delayed with distance in 1.24 was thunders. In 1.25 everything gets this treatment, should add a bit to the realism.

The speed of sound in the world of Survivalcraft is quite a bit lower than in the real world, to make the effect more pronounced with the small distances we have in the game.

I am sure many of you will be able to guess what the new weapon is :-)



2014 Codes Sweepstakes

Explosions

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For the last several days I’ve been playing with a new explosion system.

The current system is reasonable, but it doesn’t do what I want it to. When I was working on it about a year ago, I had to abandon further development and keep whatever was there, because I needed to make a release. We have been stuck with it ever since.

Unfortunately the work on the new system is not going all that well. I had a seemingly brilliant idea that took me a couple of days to implement and another couple to realize that it’s fatally flawed :-(

As a result, I am pretty much back to square one. I really wanted to show you something with this post, but alas it was not meant to be.

Anyway, I will go on trying. I need to upgrade the explosions, otherwise the new weapon will not make much sense.

 


Top Charts

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It seems that after the Christmas period popularity of Survivalcraft picked up.

We are now at #2 in Amazon App Store, squished between a pair of 3D and 2D giants of blocky games:

Amazon

 

We are #6 in Google Play, #8 in Apple App Store and #13 in Windows Phone store (no pictures because it’s not as impressive as #2, he he).

That’s nice and very humbling. Hope I’ll be able to keep the quality high and features coming so it stays that way!


Not finished!

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No, Survivalcraft is not dead and I am not a zombie, source code is not lost and my laptop is still in one piece :-) I haven’t posted anything for a while, but it doesn’t mean I am not working on it.

Actually the work slowed a bit for the last several days, but I have a good reason for that: I am moving house!

Unfortunately this will be dragging on for some more time, but I am still finding bits of time now and then to get some work done on the game.

Anyway, here’s the latest screenshot from my explosion testbed:

Explosion

The yellow/blue stuff is the explosion pressure (the more yellow the more pressure).  Grey blocks are walls. On the screenshot, the explosion originated in the far end of the little tunnel made from walls. It then propagated out of it, hit the wall and spread sideways, finally fizzling out in the open space. You can see that as long as you are inside of the tunnel the pressure stays high, while it quickly drops once in the open space. This is what this is all about!

Actually the world there is 3D and you only see one 2D slice of it, but it doesn’t really matter.

The post will now get a bit technical if you forgive me.

As you see, what I am trying to achieve is realistic pressure propagation. It also must be fast, because it has to run on the phones. I thought it will be easy, but it’s anything but. All the successful schemes I tried so far involved multiple iterations through the entire explosion space, and this is just too slow. Single-iteration algorithms are hard to come by, because they must propagate “globally”. For example if there is a hole in one side of the tunnel, the pressure on the other side must be lower, even though the two places might be far apart and not knowing about each other.

I went as far as looking into Minecraft wiki to see how they do it. It turns out they simply shoot rays straight from the explosion point, so there’s no pressure propagation there and no fireballs will ever chase you through the bendy tunnels. As a result I won’t be tempted to cheat by doing it their way.

My current idea, the one behind the screenshot, is pretty novel and came to me only two days ago while I was doing house stuff shopping. It seems to work, but it’s too early to call yet. The biggest problem with it is that it does not produce completely spherical fireballs in the open space and that it is surprisingly slow where it shouldn’t be, but I will get to the bottom of it.

I think 1.25 will be the weapons update.

 

 

 


Explosion Debris

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The work on explosions is done. They are quite fun, see for yourselves:

http://youtu.be/EYXYbNK-tSU

I spent most of today playing with them instead of working on new features, couldn’t stop. One monster explosion I made as a test almost dug all the way to bedrock :-)

The major improvement is that the explosion algorithm is single pass, making it a lot faster than the previous one. I also made sure that one explosion can never be too large – the trick is to only explode nearby charges simultaneously. Charges which are too far away (more than 2 blocks) are treated as an independent explosion and executed in the next frame. If they are very far they might even fail to explode at all, and turn into projectiles. Projectiles explode only when they hit the terrain nearby, or your face if it’s not your day.

Another improvement is the explosion debris – destroyed pieces of terrain don’t just stay there, they fly away at tremendous speed thrashing any living thing unlucky to be nearby.

Yet another improvement is that the pressure propagation works properly. You can make a very long shaft from a strong material (e.g. iron blocks), explode even a small charge at one end and see the flames come out at the other, even if the distance is very large.

In general, the new explosions are much more deadly in tight spaces. When confined, they will propagate to every nook and cranny and scorch all that’s in their path.

 

 


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