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Re: [Game/Map]1248's Labyrinthus[1.37.0]

PostPosted: Sun Mar 18, 2018 18:54
by 1248
Labyrinthus 1.37.0 is released with 10 new levels.
The next version of Labyrinthus will be Labyritnhus 2.0.0, after the the 2.0.0 I will not update Labyrinthus so often.
In the 2.0.0 I will add 16 new levels and I will fix some last bugs. I will not add any sounds sorry for that.

Re: [Game/Map]1248's Labyrinthus[2.0.0]

PostPosted: Sat Mar 24, 2018 20:02
by 1248
Labyrinthus 2.0.0 is released with 16 new levels.
World 4 and Labyrinthus are complete. I think I will not work on it anymore, but I will fix bugs if I find some.
I have still ideas for new levels so I will maybe start with a secound part of Labyrinthus.
Thanks to everyone who helped me.

Congrats!

PostPosted: Sun Mar 25, 2018 21:55
by Wuzzy
Congratulations on the 2.0.0 milestone! I think it's time for a little re-review from my side.

First, about 2.0.0:
I'm disappointed there's no sound effects. :-(
For the “final” version I would have expected to see a lot more polish in this game. Levels still seem to take quite long to load. Might as well consider this one a bug.
The “RESET MOVE” button seems to be still very buggy and broken. If you can't fix this, it would be better and easier to just remove or hide this feature.
NOTE: The term “subgame” has been recently discouraged. We use the term “game” now. Check your code to replace all player-facing instances of “subgame” with “game”.

I haven't really played a lot of levels in World 4 yet, I'll let you know when I'm through. :-)

But I acknowledge the polish has been steadily improved in the past versions.

About Labyrinthus in general:
The graphics are generally better than in the first versions, but overall I still think they are kinda meh. The “MS Paint impression” just doesn't quite go away. ;-)
I don't like the background music, it seems pretty dull. Good thing it's not enabled by default.

The gameplay concept as such is simple and fun, it kept (and keeps) me busy for a while. There's nothing really innovative about the concept, but if all you want is a simple puzzle game, this is good. The best part of the game is definitely the very large number of levels. A lot of games with great gameplay concepts run out of content way too early, which is such a shame. Focusing on the levels was definitely the right thing to do.
Although I was kind of annoyed to see some levels just being duplicated. This was a mistake. There's absolutely no reason for keeping the duplicates. Even if you remove all the duplicates, there would still be a ton of levels left.

Technically, the game is not well executed. I've looked at the code and there's a TON of redundancies and it's a pain to read. I think a lot of problems in your code will disappear when you simply start attacking those reduncancies. E.g. instead of copying code verbatim, use a function. Get your indentations right. There's also a ton of unused dead code flying around. It's better to delete unused cruft. “local” is your new best friend. These are just a few very simple ways to improve the codebase.

Overall, I still enjoyed this game, even with all these rough edges. The current biggest problems with this game is simply the lack of polish (at least it kept improving) and sounds.

The controls are still kind of weird, but at least it's usable as soon you got used to it. It's not hard to learn.
The controls scheme is currently just too strange: Think about this:
“Hi player! It's simple! You have to click on the on-screen blocks to change the level or undo a move, but to reset a level, you can NOT click on an on-screen block, you have to press the shift key instead which you will totally be NOT told in the game.”
XD
It's not hard to get controls right, the important part is that they have to follow some logic and be more or less consistent and follow conventions. Users don't like surprises.
A hidden control (like the level reset key currently is) is almost always a very bad idea.

The on-screen GUI is in an acceptable state now. All the cruft is gone and the important game state (keys, balls and current level ID) are all displayed on-screen and clearly visible.
My only minor woe is the presence of the crosshair, which you sadly still need because of the clickable level blocks.

I'm still not done with all the levels yet, but when I'm done, I will of course write again. :-)

But well, maybe you want to move on with other things. That's understandable and I totally respect that.
Since you probably won't do many updates anymore, my only serious suggestion for the future versions is to focus on bugfixes and to make sure that Labyrinthus is stable. Especially RESET MOVE.

Thank you for creating Labyrinthus!

Re: Congrats!

PostPosted: Thu Mar 29, 2018 14:41
by 1248
Wuzzy wrote: Levels still seem to take quite long to load. Might as well consider this one a bug.
The “RESET MOVE” button seems to be still very buggy and broken.

I don't know why levels take long to load, because they load immediately on my computer.
The “RESET MOVE” button only resets the last move
Wuzzy wrote:NOTE: The term “subgame” has been recently discouraged. We use the term “game” now. Check your code to replace all player-facing instances of “subgame” with “game”.

I improved that
Wuzzy wrote:Technically, the game is not well executed. I've looked at the code and there's a TON of redundancies and it's a pain to read. I think a lot of problems in your code will disappear when you simply start attacking those reduncancies. E.g. instead of copying code verbatim, use a function. Get your indentations right. There's also a ton of unused dead code flying around. It's better to delete unused cruft. “local” is your new best friend. These are just a few very simple ways to improve the codebase.

I removed dead code and I used functions --> I removed over 3500 lines, but there is still a lot to do
Wuzzy wrote:The controls are still kind of weird, but at least it's usable as soon you got used to it. It's not hard to learn.
The controls scheme is currently just too strange: Think about this:
“Hi player! It's simple! You have to click on the on-screen blocks to change the level or undo a move, but to reset a level, you can NOT click on an on-screen block, you have to press the shift key instead which you will totally be NOT told in the game.”
XD
It's not hard to get controls right, the important part is that they have to follow some logic and be more or less consistent and follow conventions. Users don't like surprises.
A hidden control (like the level reset key currently is) is almost always a very bad idea.

Ok, but I can't use any more key for undo a move (or I don't know wich and how).
So I can only add a new on-screen block for reseting a level.
Some In-game help will also come.
Wuzzy wrote:But well, maybe you want to move on with other things. That's understandable and I totally respect that.
Since you probably won't do many updates anymore, my only serious suggestion for the future versions is to focus on bugfixes and to make sure that Labyrinthus is stable. Especially RESET MOVE.
Thank you for creating Labyrinthus!

I will work on Labyrinthus in the future but I will not add levels every week. If I find bugs I will try to remove them.
But Labyrinthus is not my main project for minetest anymore.
I will try to finish my other games and I am also working on a new game......


If the new 2.0.1 have to many bugs use to old 2.0.0

Re: [Game/Map]Labyrinthus[2.0.3]

PostPosted: Sun Jul 01, 2018 10:56
by 1248
Labyrinthus is now also on github

Re: [Game/Map]Labyrinthus[2.0.5]

PostPosted: Thu Mar 07, 2019 22:22
by 1248
This Game now works with Minetest 5.0.0

Re: [Game/Map]Labyrinthus[2.0.5]

PostPosted: Fri Mar 08, 2019 08:07
by Wuzzy
Nice!

Re: [Game/Map]Labyrinthus[2.0.5]

PostPosted: Wed Jul 10, 2019 12:33
by 1248
I am happy to announce many new updates for this game.
I am working on world 5 with many new levels and blocks with new functions.
I will also work on some old bugs and problems.

For my first new update I have increased the maximum size of a level from 18x10 to 20x12, added 10 new levels and many new blocks.

Re: [Game]Labyrinthus[2.1.0]

PostPosted: Sun Jul 14, 2019 13:42
by 1248
Labyrinthus 2.1.0 is released.
As announced, I added 10 new levels and I have increased the maximum size of a level from 18x10 to 20x12
You will not need the Map anymore.
I can now upload this version to the ContentDB.

Re: [Game]Labyrinthus[2.1.0]

PostPosted: Mon Jul 15, 2019 15:02
by CalebJ
Thanks, this is very nice :)

Re: [Game]Labyrinthus[2.1.0]

PostPosted: Sun Jul 28, 2019 15:19
by BuckarooBanzay
I have some issues with that game:
Code: Select all
2019-07-28 17:17:00: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'labyrinthus' in callback environment_Step(): basic_string::_M_construct null not valid
2019-07-28 17:17:00: ERROR[Main]: stack traceback:
2019-07-28 17:17:00: ERROR[Main]:    [C]: at 0x565035740530
2019-07-28 17:17:00: ERROR[Main]:    ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:2410: in function 'move'
2019-07-28 17:17:00: ERROR[Main]:    ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:2493: in function 'Up'
2019-07-28 17:17:00: ERROR[Main]:    ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:2673: in function 'Up2'
2019-07-28 17:17:00: ERROR[Main]:    ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:639: in function <...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:623>
2019-07-28 17:17:00: ERROR[Main]:    /usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>
2019-07-28 17:17:00: ERROR[Main]: stack traceback:


Right after the cat hits the rainbow..

Re: [Game]Labyrinthus[2.1.0]

PostPosted: Tue Jul 30, 2019 22:41
by 1248
In every Level?
Do you play as "singleplayer" ?
You played alone?

Re: [Game]Labyrinthus[2.2.0]

PostPosted: Sun Aug 11, 2019 17:52
by 1248
Labyrinthus 2.2.0 is released with 15 new Levels and the bug should be fixed.

Re: [Game]Labyrinthus[2.3.0]

PostPosted: Sat Sep 14, 2019 15:48
by 1248
Labyrinthus 2.3.0 is released with 10 new Levels.

Re: [Game]Labyrinthus[2.3.0]

PostPosted: Sun Sep 15, 2019 12:11
by Wuzzy
I like the new levels. :-)

I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.

EDIT: Crash in 2.3.0 when selecting level 4.42:

Code: Select all
2019-09-15 14:13:46: WARNING[Main]: Client side scripting is disabled by client.
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1277)
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1278)
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1279)
2019-09-15 14:13:46: WARNING[Server]: Call to deprecated function 'setpos', please use 'set_pos' at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1281
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "creative" accessed at /home/wuzzy/.minetest/games/labybrinthus/mods/map/init.lua:16
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:727
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:738
2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "lv" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4660.
2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "formspec" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4665.
2019-09-15 14:13:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'labyrinthus' in callback on_playerReceiveFields(): ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: attempt to index local 'lv' (a nil value)
2019-09-15 14:13:53: ERROR[Main]: stack traceback:
2019-09-15 14:13:53: ERROR[Main]:    ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: in function 'New'
2019-09-15 14:13:53: ERROR[Main]:    ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4958: in function <...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4843>
2019-09-15 14:13:53: ERROR[Main]:    /usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>

Re: [Game]Labyrinthus[2.3.0]

PostPosted: Wed Sep 18, 2019 20:39
by 1248
Wuzzy wrote:I like the new levels. :-)

I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.

EDIT: Crash in 2.3.0 when selecting level 4.42:

Code: Select all
2019-09-15 14:13:46: WARNING[Main]: Client side scripting is disabled by client.
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1277)
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1278)
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated.  Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1279)
2019-09-15 14:13:46: WARNING[Server]: Call to deprecated function 'setpos', please use 'set_pos' at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1281
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "creative" accessed at /home/wuzzy/.minetest/games/labybrinthus/mods/map/init.lua:16
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:727
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:738
2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "lv" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4660.
2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "formspec" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4665.
2019-09-15 14:13:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'labyrinthus' in callback on_playerReceiveFields(): ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: attempt to index local 'lv' (a nil value)
2019-09-15 14:13:53: ERROR[Main]: stack traceback:
2019-09-15 14:13:53: ERROR[Main]:    ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: in function 'New'
2019-09-15 14:13:53: ERROR[Main]:    ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4958: in function <...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4843>
2019-09-15 14:13:53: ERROR[Main]:    /usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>


Oh no, I think you have installed it over the Content DB and there is a typo in the technical name.
I will change the item counts in 2.4.0

Re: [Game]Labyrinthus[2.3.0]

PostPosted: Sun Oct 13, 2019 19:09
by 1248
I can't work on this game anymore until the typo is removed. I would not like to work with a wrong technical name.
So someone has to remove the Game from the ContentDB or change the technical name otherwise I will not work on this game anymore. I am so sorry for this.

Re: [Game]Labyrinthus[2.3.0]

PostPosted: Sun Oct 13, 2019 19:48
by Wuzzy
Shortname has been changed.

To everyone who downloaded this game via Content DB: If you don't have meaningful progress yet, just delete the old game and worlds and re-download it again.

BUT if you had meaningful progress, you need to do some manual fixing (sorry).
1) Change the game directory name of this game manually to “labyrinthus”.
2) Edit world files: Open worlds/<worldname>/world.mt in a text editor. Change the line that starts with “gameid =” to “gameid = labyrinthus”.

After this, you should be able to play normally again, with your progress available again.