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Topics - gumix

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Development Progress / Released 1.6
« on: November 26, 2019, 10:58:27 am »
Thanks to contribution from @hexwab on github, music player adds support for volume and pitch slides resulting in much closer sounding to original .xm

Development Progress / Prepare for 1.5
« on: August 29, 2019, 12:18:37 pm »
Next version (1.5) will be playable on no-kbd devices also known as mobile phones and tables.
AP will be 'installable' from web a browser as PWA (Progressive Web Application).

That forced me to add new soft keyboard:

Hope you guys can type your name using it ;)

Menu navigation:
- tap on module to hilight it, tap away to deactivate it.
- swipe up/down starting from outside of active module (if any) to scroll menu
- tap or swipe on active module to interact with it

Few obvious hints:
- start playing by tapping on 'Play Campaign' then tap again on campaign map
- edit your name by tapping 'Player Profile' then tap again on 'Name' element
- edit your avatar by tapping on different parts of the portrait

Game play:
You need 2 hands, each armed with at least 1 finger!

Using left hand finger you control:
- braking (hold your finger at left of 1/6 screen's width)
- accelerate (hold your finger between 2/6 and 1/2 of screen's width
- crouch (hold your finger at the bottom of left screen's half)

Right hand fingers can:
- fire (tap at lower-right quarter of screen)
- jump (tap at upper-right quarter of screen)
- exit to menu (tap at the upper right corner of the screen)

So good luck, let's have some finger-gym ;)

Development Progress / Released Alpha 1.3
« on: February 12, 2018, 02:15:34 pm »
Alpha 1.2 -> Alpha 1.3 change log:
- numerous typos fixed in inter screens dialogs
- linux input method under x11 uses Xi (XInput) for a better compatibility with gnome terminals
- at the very bottom of menu screen you'll see the version number

Development Progress / Fixed typos in dialogs by @SlavMetal
« on: February 11, 2018, 08:43:57 pm »
The very first contribution on github :)
Dialogs are now more English correct!

Thank you @SlavMetal!

Thanks to @goberghen I was able fix keyboard problem in VTE (gnome) based terminals.

Fix involves use of X11 extension named XInput (v2). The one drawback is that in multi-tab terminals like Terminator, game left on some tab in the background is actively interpreting key strokes entered into foreground terminal tab.  :o I hope we can live with it by now.

General Discussion / SSL enabled
« on: December 05, 2017, 05:40:06 pm »
Homepage, forum, gallery, everything can be accessed via: and

Links to forum changed to force using https (google politics).

If after logging in to forum, your https indicator shows a warning (mixed content) you can:

;) forget it
:o or remove your avatar
:-X or reupload your avatar (still nut working...)
:o or use one of six standard avatar faces (like my one).

General Discussion / ./asciipat arguments & hiscores
« on: November 29, 2017, 06:08:48 pm »
Normal interactive run (without arguments):

After finishing game you may notice there is "asciipat.rec" file in your home directory.
It can be used to replay game or to validate your score.

Score validation (no graphics) - this is used by hi-scores server
./asciipat 0 asciipat.rec

Time lapsed (faaast) playback
./asciipat 1 asciipat.rec

Normal playback - I use it to capture videos
./asciipat 2 asciipat.rec

:) Windows users should replace './asciipat' with 'asciipat.exe' of course

Now the most exciting part, you can download & play back all entries from hi-scores server.

:) HTML5 .rec file player is planned too!

General Discussion / Arch Linux Packages on AUR
« on: November 11, 2017, 12:22:39 pm »
For the very first time, Ascii Patrol is packaged for Arch Linux.

SlavMetal made one by linking directly to Ascii Patrol sources on github so it can target any platform:

Another one, by Towtow10 links to prebuilt Debian Linux executables:

General Discussion / Ascii Patrol sources are on GitHUB!
« on: January 03, 2017, 12:35:34 pm »
Ascii Patrol is Open Source project now, so anyone may try to build game for his/her own platform.


General Discussion / Ascii Patrol on
« on: July 12, 2016, 11:08:49 am »

I've got 1 gamer, 8/10 rating and popularity 15, still counting :)

General Discussion / Yay! WE have a gallery... finally!
« on: July 11, 2016, 06:28:30 pm »
Gallery is accessible from the Home Page, left most navi button.
Or use this shortcut:

Hope you like it ;)

Development Progress / Campaign menu module in paused-game state
« on: July 01, 2016, 06:11:57 pm »
I have just finalized in-memory game save with resume / clear UI. Also a small car icon is added to the map to indicate player's progress.

This allows me to keep interface w/o any confirmation message boxes which for me, personally, are rather irritating thing.

In this state (after exiting from gane with [Esc]) player can:
- navigate to any other module to change game options
- go back to the game (resume)
- reset saved game, to be able to start a new one with campaign tree UI

Development Progress / WebAudio tech-preview
« on: June 21, 2016, 08:32:50 pm »
As posted previously, one of most important updates in alpha-2 is audio support.
Retro sound samples are generated using excellent tool, the SFXR.

I've uploaded tech preview here:
Please let me know if you have any problems with it.

Note: WebAudio requires one of these browsers:
- Firefox 46 or later
- Chrome 45 or later
- MS Edge (no IE)
- Opera 38 or later
- Safari 9.1 or later.

Development Progress / Next alpha release feature list
« on: June 17, 2016, 03:25:44 pm »
This is to announce what is going to be released with next alpha version:
  • initial sound support
  • color / bw mode switchable by user
  • keyboard compatibility mode with TTY not supporting key releases (ie: ssh with no x11 tunneling)
  • in-memory game saves, so if you quit to menu you're in 'paused' state and you can continue your game with 'resume' button.
  • tutorial chapter

Development Progress / Tutorial
« on: June 13, 2016, 11:02:32 am »
After reading players' feedback and watching how much they struggled with controls during their first 10 runs, it became clear we need a tutorial.
It is going to be implemented as a regular course with single level so once player passes it, there will be no need to repeat it.
Level will be assisted with 'owners manual' book showing what and how player should do something.
Below is screen captured book with all service points and pass stamp at last page excluding back cover.

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