Ursplaticus by commanderstitch

[raw]
made by commanderstitch for LD32 (COMPO)
Ursplaticus, a game made in sfml. my first one in sfml.

release and debug versions of the game performed very differently, so i was shocked to discover how much faster the release version ran compared with the debug version.

your goal is to squish your opponent as many times as possible.
You do this by taking the truck and clicking on it. then simply click on your enemy. simple right?

yeah, i know. I liked it too.

there are a couple of things you might want to know:

1. you have to move mouse off of the truck in order to pick it up again.

known bugs so far are:

sometimes your animation will flicker.

sometimes if you multi-click movement and pick up the truck it makes your character disappear.

sometimes the final score doesn't appear in the right spot.(black screen)

great stuff. :-)

it says windows, but i'm not so sure it can't be run on other machines; i have no idea. someone should test this.

Feedback

NeiloGD
21. Apr 2015 · 09:14 UTC
Will play later, but I've built it up for Linux for ya and had a quick look at the bugs in valgrind. See #ludumdare, I left messages with yaib :)

https://www.dropbox.com/s/m1lbkaf3o2trf1f/CommanderStitch_LD32.zip?dl=0
TheScopelessOne
21. Apr 2015 · 14:24 UTC
I'm not able to rate the game seeing how I can't play it. But i thought I could tell you the reason that the game runs so much faster in the build version is that you have not limit how many updates the computer can do per CPU clock cycle (this is a problem with older games on newer computers as well) becouse the computer can do how many updates it wants per clock cycle if you don't limit it then the better your CPU is thje faster the game will run (in the fast forward faster way). The way to prevent this is to usuapy have a timer that updates every update and everytind else in a "if" statment for example(using psudo code):

mTimer = 0;
mTimerlimit = 0.1;

void update()
{
mTimer += time since last update; (Time.deltaTime in unity)
if(mTimer > mTimelimit)
{
Do the normal update

mTimer = 0; -Important, otherwise it will always update anyway.
}
}

I hope this helped.
🎤 commanderstitch
23. Apr 2015 · 03:17 UTC
I think the start bug is fixed.
fauge
23. Apr 2015 · 03:54 UTC
love the mouse particles