NOTE: PLEASE READ THE FULL TEXT(MAINLY THE END). The first game executable after a looot of time. Even as a demo I tagged it as 'pre-alpha' because it...
Forgot an interesting bug fix, which is the fact now you can play on linux without using terminal
So, at my last Questverse report I showed the first demo(pre alpha though) of the project, and the first demo I ever made of a game since 2007(I had 17 years back then), that is a very good, as there is a difference to the 2007 small project, which is the fact Questverse is much more than that previous demo from eons ago(which wasn't serious) was. Interestingly a couple of things from that small, old project(called Bioweapon) made their way into Questverse.
I though the linux version would work well for my fellow game followers, since I tested it before releasing; but I soon discovered bugs which I hadn't anticipated(big thanks to AlexVSharp for telling me one of those), a thing all software developers face sooner or later. The demo was(and is) in a pre alpha state(it is not even a alpha yet or a full game pre alpha), and will remain that way for quite some time still, so that was expected. I soon also released a windows version, first 64 bits, then 32 bits, and also found some bugs, running windows tests with 4 friends helped me to locate and already fix some of those.
I'm currently porting the most recent changes I made to the linux version of the game to the windows one, so I can hopefully release an update this month for windows(linux already had his); after this I will have to fix just two more bugs on windows, and I will get back to the interesting part of the game(this time permanently) and to fixing non indispensable and non hard to solve bugs. Needless to say I halted progress on the space map and first quest until I fix those issues, I like to first solve nasty things and only then things I find more interesting.
So basically what happened, from older events to more recent ones were:
That is it space adventurers, visit the site downloads section of the game site at least once a month to check for new releases, as for the windows users, wait just one month or a bit less, I'm almost done with porting the linux updates to the windows version(hopefully). To check further updates visit indiedb for graphical updates(if those happen) and check the game twitter which is to the right of this news article for more detailed and frequent text reports.
Thanks for your visit, I hope to see you again at the next bimestral report, which you're liking the progress on the game and which you can participate on the game development, be it contributing with game testing data, tips, constructive criticism or/and by talking about it with people which may too be interested on it.
Latest tweets from @questverse
Done. Now time to rest.
19hours 29mins ago
Now I must add .gz support to my unpacking code and this will be done.
19hours 57mins ago
After more than one day ensuring which what I wanted couldnt be quickly/easily made on openssl or other I ended coding my own solution.
20hours 0mins ago
Another whole lot of pain, but hey, this will kill the need for "admin access" on windows for the game. It is a non blocking issue also.
May 17 2013, 2:29am
Who had the ideia of allowing localization for codeblocks when he relies solely on en_US to operate correctly?
May 17 2013, 1:03am
openssl evp for higher level interface? May be worthy taking a look...
May 16 2013, 11:24pm
That explains how gnupg could reduce the size of its encrypted files, it uses zlib compression.
May 16 2013, 9:47pm
openssl passed part of my requeriments for it, hopefully it can pass the c++ requeriment.
May 16 2013, 7:48pm
Which one to use? openssl or crypto++? In the worst case python gnupg. Investigating...
May 16 2013, 6:50pm
It bothers me the current admin request for windows version, may as well solve that while working on game art and python code.
May 16 2013, 5:54pm