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Long Needed Update (saving fixed and more!)

I've gone back and fixed up save/load functionality more. Whereas before they weren't saved, the settings for the spouts at the top of the screen will now be saved, explosive particles from right before a saved game is loaded can not interact with the loaded game, and saved files are smaller in size. Save files made with previous versions of the game aren't compatible however.
Other bug fixes include:
-Explosive effects properly behaving when the game speed setting is changed
-Fixed crash that happens on certain video cards when entering fullscreen

In other news, I am working on making a port of this for Google Android 2.0.


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You the practice of self-promotion
OK, GOGP, I have played around with your WIP and have this feedback for you, mostly comments and observations (bear in mind I have never playing Falling Sand, but I do have a decent, not necessarily perfect idea about how some of the particles are supposed to behave):

- It would be nice to have to option to start a new game.
- It would be nice if saved games also saved speed and pen size.
- I found the game slow to respond to mouse clicks if at all, at high game speeds.
- I found trying to load a game in full screen just resized it to the normal one.
- I would like to have options for the number of starting spigots, their materials and initial. I guess if you get a clean screen you could do it, replacing the spigots with spawns of the materials wanted although it would nice to be able to do it conveniently. At least you can now adjust the strength of the spigot and shut off any unwanted ones.
- You could have slower speeds as well, say 0.125, 0.25 and 0.5 if you wanted to. That would be very useful to be able to see quick events in slow motion including materials getting burned, explosions and plants growing.
- I like to be able to burn and explode the oil, gunpowder and C-4, since it's not so easy to do in real life. Explosions are nice, especially those causing chain reactions, although as bad side effects, walls get breached and some spawns of other materials disappear.
- I visualized fire not as a particle per se, since it needs oxygen and a material to feed it to exist, but rather as sparks. I found out that fire can burn walls by itself too!
- For the napalm, if it hits a wall it explodes spontaneously!
- At first, I found wax to be puzzling. Then I realized it burns very slowly compared to everything else and releases drops that solidify on walls. That is definitely nice.
- The crystallization that freezes water into ice I think is quite realistic, with the bubbles and its slow speed. I found plant growth to be similar, except ridiculously quick. I guess those plants must be genetic engineered for fast growth or mutants.
- I found that oil and water at first behave too much like grainy particles rather as liquids, by forming mounds. At least they level off if given time when starting from normal particles although I feel for water it should happen quicker.
- I found sand, salt, gunpowder and concrete behave initially as I would expect. For everything except concrete, I don't see why they would level off if given time when starting from normal, unless there's some sort of wind or another force that erodes mounds formed. For concrete, I found that it changed into a darker color, which I took as it had solidified, so that it might have formed a solid mound.
- Regarding concrete, I found particles of it floating in the air. When spawning it, those became clusters.
- The mud formed by mixing water and sand works for me, especially since it sinks to the bottom, as expected.
- When water and salt mix they form this wet salt particle. This doesn't take into account that you get salty water if you have a lot more water than salt.
- Water and oil not mixing, with water sinking to the bottom, I agree with. When there's a little oil though, it will tend to form circular droplets on the water's surface.
- Water is, for the most part unable to interact with concrete. It might be able to erode some of the solidified material.
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