Just a redundant line in one of the tutorials, that someone notified me about (a variable was being set twice, with the same value in one function).
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A member registered Feb 07, 2016 · View creator page →
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2D puzzle game about a Red Guy looking for a diamond to have for lunch.
Puzzle
A 2D mission-based space shooter, based on the Battle for the Solar System novel trilogy
Shooter
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Thanks! Nice spot. I've updated the PPP tutorial to fix this. The code is now:
defs.h:
#define MAX_TILES 8
map.c:
static void loadTiles(void) { int i; char filename[MAX_FILENAME_LENGTH]; for (i = 1 ; i < MAX_TILES ; i++) { sprintf(filename, "gfx/tile%d.png", i); tiles[i] = loadTexture(filename); } }
That should all work now (unless I've somehow introduced another bug somehow..!)
v1.0.2 has been released:
- Added missing .desktop file
- Update text referring to touch screen controls
- Added grenade counter stat and display, to aid with grenade combo trophy
- Games are now saved atomically, to mitigate save data loss
- Laser traps will not kill victims alive forever and block saving
- Misc. crash and cosmetic fixes and updates
If you could file some bugs on GitHub:
https://github.com/stephenjsweeney/blobwarsAttrition
When you pick up the heart, does the game show a trophy alert? It could be a problem trying to save a screenshot (you can turn this off in the options screen). I'll see what I can find out with the controller bugs. I used a single stick SNES-like controller for development.