I already had oslInit(0) in my code, but I fixed it by passing '1' to it. This way it allows me to use 'my' own callbacks. It works now, so that's one issue lessNymphaea wrote:So long as you used oslInit(0);, it should be fine. You probably didn't set it up right, all OSLib's exit callback does is set the "osl_quit" flag to 1, so either have an if that quits your homebrew if osl_quit==1, or just make your main while loop to run while !osl_quit
I know, this is something I'll be improving later, after fixing some other - slightly more important - issuesLéo wrote: But imo ingame gfx are really not as nice as menu's ones, you should try to improbe them
Hmm, yeah, I also noticed this in some rare cases. Sometimes, there's indeed more than one final solution to the randomized grid.Nymphaea wrote:Okay so far I've gotten through FillUp and am playing with Matrix(I know it's random so no real finishing it, lol) but I think I found a bug in FillUp.
I'm guessing the way you randomize Matrix is to just pick a bunch of random squares, then it finds the numbers. The problem with this is if there is multiple possible answers, it only accepts one. The random squares is probably the best way to randomize, it's guaranteed to have atleast 1 working combination, but the win condition should be if all the numbers are correct, not if the squares are the same.
I haven't checked it out very deeply yet, but I think I'll have to rewrite the 'winning' part and check for the matching numbers instead of the cubes, as you stated already.
Right now, I just have two multi-dimensional arrays: one is randomized, the other one is the player's one. When they match, it's a bingo.
Hmm, maybe I'll do it that wayNymphaea wrote: On another note, as a suggestion for FillUp(possibly for Slide as well) you should make a level list, with all the names and their difficulty rating.(maybe 1-5 stars?) I definately agree 10 is the hardest so far, took me a while to figure it out
But there should be definitely more levels and the soon-to-come level editors will help me with that.
Thanks! It should work with TN-C without any problems. Please note that you can't quit CubeMania with the HOME button (this is fixed in v1.1, which is yet to come)flofrucht wrote: Thanks,very sweet game
I'll test it on my PSPgo with TN-C.
