Erik_
Thanks for playing. Glad to hear you seem to like it so far.
Fri Jan 06, 2023 10:36am

Also glad to hear there hasn't been any super game breaking bugs found (yet.. :D).

When Santa is in "Bender" mode (blend), the enemy passes by him and he completely disappears.
This has to do with how I handled drawing the screen. I only draw when the sprite moves and it has no knowledge of what might be behind it except for the level tile transparency color (black). In the Halloween game I fixed this by doing the screen pixel map thing I posted about so that I draw that section of the screen instead of draw just the sprite.

SDR's drawing method is much simpler and there's not really a quick and easy way to fix it without possibly causing more slow down. The game's performance is currently cutting it close to causing slow down with the current set up. (Some levels with a lot of enemies still cause some slow down on my 486). Going forward, I now know I need to do it the Halloween game way as that uses much much much less CPU resources than SDR's.

I'm guessing one thing I could try is if Santa is blended and there's a collision between the snooper and him, redraw blended Santa then draw the snoopers movement. It will probably cause some flicker but should work. The only thing I'm worried is that it might tank the FPS on more crowded levels. Maybe for ultimate "hacky-ness", I pass the current FPS to the draw routine. If it's greater than some value, do the Santa and snooper draw, if not, just draw the snooper. Or maybe just draw blended Santa on odd frames instead of all of them? I'll have to play around with it.

It was a lot surprising to hit a snooper then suddenly it's level over.
I couldn't recreate this one. When I hit a snooper and they took my last present, I had to walk back to the sled to end the level. Did your health run out at the same time? I tried a few scenarios but couldn't get the level end screen from touching the snooper directly.

Level 6: just finished with 238 ticks left. It was a bit of a rush!
Yeah that one requires a bit of rushing to get through. You can always drop a present at the first snooper and hop back up for the next one to keep from having to do the full deliveries.

Teleport should require a step or two away before it teleports you again. You can just hold the arrow key and the teleport will keep teleporting you. It's too easy to do this accidentally.
This one drives me nuts at times too. When time is getting tight it gets even more frustrating and you end up bouncing back between the teleports. it's been that way since I added the teleport feature. I like the step away a few steps to reactivate idea. I'll have to look into fixing this bug for v1.01.

So something weird just happened. I was playing on level 11, selected from the "load a level" screen. Time ran out. A message in red flashes by and all I can see is something about file not found. I'm dropped to the command line, and try to run SDRUSH.EXE again and I get an error indicating the file wasn't found. Windows or my Surface Tablet has dropped my MicroSD Card and I have to pull it out and reinsert it. I'm not sure SDRUSH is to blame, it probably isn't. I just tried recreating the conditions, no problems. Maybe Windows/Surface was to blame.
I couldn't get this to happen "organically". Though I was able to get it to happen by renaming/moving the level file while I was in it and letting the time run out. When the timer runs out, it re-loads the level data from disk and resets the whole level as opposed to when you run out of health, it uses what's already in memory.

I'm guessing the card reader lost its connection while you were playing so when SDR went to load again, it wasn't there? I guess the silver lining is that it's nice to see the error handler is actually working and exited with an error message instead of just hard crashing.

Oh! were you able to get the "?" in level 11? I was sort of happy with how getting that one came out. I forget if I did it the same way in any other levels.

A bug I found was that when you load a level directly via the command line, the Christmas Spirit meter doesn't decrease when blended or running. I think this has to do with the fact that the difficulty level isn't set. It should default to "normal". I should probably add a command line flag to set the level to something else as well. It's not really a big issue seeing that almost no one will use that feature. It's used in the level editor though.



Edit: I couldn't leave well enough alone. haha. I think I fixed the blending. From my testing I like this new way much better. I also fixed the command line bug. Now it just defaults to normal difficulty. You only need to copy over the SDRUSH.EXE from the zip to your existing installation to update.
Download link: SDR v1.01


  • More gameplay notes - Puckdropper, Tue Jan 03 2023 3:43am
    When Santa is in "Bender" mode (blend), the enemy passes by him and he completely disappears. It was a lot surprising to hit a snooper then suddenly it's level over. Level 6: just finished with 238 ticks left. It was a bit of a rush! Teleport should require a step or two away before it teleports... more
    • Thanks for playing. Glad to hear you seem to like it so far.- Erik_, Fri Jan 06 2023 10:36am
"Forces act when not restrained" - Puckdropper