
hugh
hugh
@Librarian, iOS added. You should get email from Apple. For Android, visit the link https://play.google.com/apps/testing/com.voidware.jinxter and opt in.
I'll PM you download keys at itch.io for Linux and Windows.
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- hugh
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Comments
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I think you're right. Indicate something, at least, as a first version. Later if better ideas come out, then expand on it.
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This is a neat idea. It's easy to forget where you dropped something. But indicating objects needs some thought; information we have * objects "know" if they've been "looked at". * objects can be "carryable" (or not)…
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ok, let me bump up the priority of that one. Version 1.0.7.6 has already been submitted to Apple for public release. I'll have a go at this feature and see if it can be in the next version.
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not sure the iOS 1.0.6.5 beta is available yet. sent to Apple yesterday. Usuaully they are fast with putting betas live.
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I've released iOS version 1.0.6 to testflight beta (should be available soon), if you want to look at it. fixes are: * Improve map clarity * FIX: some text glitches. * FIX: game slowdown after playing a long time. * FIX: some game bugs (eg dragon …
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@robriz Turned out there was a memory leak in the text handling. It is mean't to keep a certain text history as it scrolls up but eventually delete it. This wasn't happening. Thanks for reporting this problem. fixed for version 1.0.6.5
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I'm going to release a new Android version today. The iOS version will be submitted to Apple end of this week. Stefan has implemented save game sharing for iOS, so that's also going in.
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I found a spoiler button in the forum i didn't know. It's under the paragraph setting in the editor. So now i've hidden the info.
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Released Windows version 1.0.5.5 with fixes.
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@robriz dragon problem followup; Turns out a serious bug has crept into the game. I'm not sure when it happened, but it must be present in the current release. When you die, it says "you didn't really want to do that", but then it doesn't…
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The only reason i can imagine bits of story cut were due to memory limits. People today forget that memory was quite scarce then. For example engineering time was often spent reducing memory as apposed to writing new code. Back then, working and deb…
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well ok, it's not the number of XP machines but the percentage. Personally, i think XP was their finest OS. in many ways it did things right, and since then things have got worse. I used an XP machine to read some floppy disks that wouldn't read ev…
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Thanks for this report. I'm wondering if this is some memory usage problem. Where after some time, the app uses more and more memory. Hilariously, modern garbage collection systems are designed to expand until all your memory is consumed, before doi…
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Sorry, i misunderstood. Currently, we use Qt5.9.1 which officially does not support anything older than Windows Vista. However sometimes that's just because they can't be bothered to test it on anything earlier. Probably it won't work on XP right n…
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Windows and OSX support will hopefully be released soon.
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It might have been useful if some of this (ie a collection 2) had been done. As far as all the backup recoveries are concerned, there was no material found for this. We have recovered source codes for all the games from the tapes. The collection ed…
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it's true! we had that "kronos the magician" problem as well, and probably several others. Perhaps Kronos should make a vengeful return in a sequel - now there's an idea!
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the code should work because we haven't changed it. The problem, as usual, is that the originals often required a somewhat precise solution. At some point i'd like to rework some of the puzzles that are just too unfair (which will involve changing t…
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@robriz right now i'm away, but when i get back, i'll look into this. I know there's some weird stuff with the dragon, that works sometimes and not others. perhaps you've got into that "other" situtation. I'll try to make a transcript and …
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quotes: this must be a browser difference thing.
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(Quote) testing!
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Nice idea, although it would have to read these files to find the additional info OR perhaps they could be part of the name. Also, there's the problem of when the diaog is not very wide on mobiles. Nevertheless, i think there's an idea here, at le…
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are you trying to get passed the dragon or return past the dragon? getting past initally, click on shadows and it should suggest shining the white light into the shadows. then click on hobbits and it should suggest shining white at the hobbits. on…
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That's quite a good idea. Perhaps the save dialog box should make up a suggested name (which you could change of course), of the form: "location_score.sav"
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OK. It's a deal.
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That's mainly why the original saves were encrypted. The encryption wasn't very good, but they also had checksums. The idea was to prevent people from making random patches to the save games that might either let them cheat or make the game go crazy…
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Yes indeed. Already, there's a version number, size and CRC. So it's straightforward to make a new version that remains back compatible. One thing already, it doesn't contain a gameid. That's going to have to go in to prevent loading a save into th…
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Thanks! Definitely clears the way for The Guild. Fixing the save games at the moment. From Guild onwards we won't have the annoying difference between the internal save games and the UI saves - it will all be the same (which is nice). :-)
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it seems a bit weird at first, to share out and to share back in, but this way the game does not have to mess with any cloud storage authorisation. Google Drive (as well as clouds in general), changes its authorisation methods more often than they …
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You can have some of the text green in this Theme: (Image) But, it's only the links. What i think we're looking at here, actually, is a special retro mode! * green text (or possibly grey) * retro fonts * retro VDU scan-line effect. Because, ju…