Back from a brief break


I have a few other features lined up, but none of them have adequately passed the soak test yet. (For the moment, that's where I play the game to 1,000 points+ and ensure that no unacceptable errors are occurring.) Soon, we'll have treasures popping out of blown-up asteroids, ("Bling"), but last time I implemented that I got the weirdest bug.

The desktop versions worked fine; but every time I played in my browser, it would work successfully for a minute or so and then explosions would disappear, or powerups, or even enemies coming on screen. I spent some time on this bug, very curious what may have been causing it, and verified that they were successfully being pulled from the object pool and added to the game; but they weren't showing up on screen.

I'm still not entirely sure what it was. This is what I get for targeting three platforms plus, and not properly unit testing for a "minor change"—the fact is, when using a systems language like C, anything is possible and I am won't to believe in a "small change". It was most likely a buffer overflow somewhere, but after a while I was less interested in how it happened and more interested in getting the game working again. So, I reset my Git head to a point where I knew it worked, took it from there, and bring you a relatively quiet (and largely cosmetic) update which has passed the soak test.

Soon enough I'll have the bling working. Just letting y'all know I haven't forgotten about this project.

Files

shoodemup.zip Play in browser
Oct 23, 2020
shoodemup_win.zip 7 MB
Oct 23, 2020
shoodemup_linux.tar.gz 5 MB
Oct 23, 2020

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