MMR update #35

Logic bugs and tweaks to make the game match the Original were done this week. The rest of my time was spent working on the reliable UDP client that LAN games will use. Overall, not a massive week, but some nice additions to the game nonetheless.

A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to all, I really do appreciate your time and support. Cheers!


  • added monk hump 'n bump rule: a monk no longer walks through other monks when running through a blasted brick (classic mode) (Howie)
  • fixed runners climbing stacked monks (Howie)
  • shortcuts from the Original game added when playing; (Jeffrey)
  • Ctrl/Command + S to save the game
  • Ctrl/Command + O to restore a game
  • Ctrl/Command + J shortcut added to jump to a level; (Jeffrey)
  • you can also click on the puzzle number on the HUD
  • fixed logic bug that prevented monks choosing all available entry points (classic mode) (Jeffrey)
  • multiple monks regenerating will pick another free door (if available) instead of waiting on another monk to enter the puzzle (classic mode) (Jeffrey)
  • updated movement processing to match the Original (Matt)


  • identified bug that reduced transfer speed to a crawl
  • fixed bug that could sign the outgoing packet with a bogus checksum
  • server no longer responds to discovery requests when not discoverable


  • you can now use the Ctrl/Command + F1 shortcut to minimize the game (Jeffrey)
  • added the Ctrl/Command + O shortcut to the main menu as per the Original (Jeffrey)

Bugs being worked on

  • jerky movement when playing on Ubuntu machines
  • darkness mode does not render correctly on Ubuntu machines
  • monks merging when ladders are involved
  • switching to windowed mode hides the Dock (Sierra)
  • regen bomb timing does not accurately match the Original

What I'll probably do next

  • continue working on LAN
  • ability to 'pause' the game when testing and return after minor edits