Week #20 update

I spent a few days helping Gareth out with Lode Runner 2. He will be getting around to doing another blog post soon. I've also had internet troubles - three trips up the mountain (at 6km a trip) meant I had a few days off.

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!


  • fixed wrong shortcut being applied to the paste tool


  • fixed players being able to cross off a ladder when hanging too far off the bottom rung (Howie)
  • fixed runners not getting crushed correctly when being eaten by a monk in a blasted hole (Howie)
  • monks can now climb out of a hole with a runner standing on top when using classic mode (Howie/MacLr)
  • "Trapdoor between ladders" quirk now matches the Original
  • refactored moving left/right when using a ladder;
  • this code had remained relatively untouched for 2+ years and was a little bit of a mess
  • fixed monks not being able to climb down ladders when YOG'd


We've discovered a bug in LAN gaming that causes the game to go out-of-sync whenever a puzzle is completed. I looked through the recent changes made to networking and didn't see anything. Next step was to revert the changes back to an older copy. None fixed the issue. I know why the game is not staying in sync but I can't find exactly where the issue is coming from. I've got it working (not happy with the mess of code to do so) but you can play.

  • refactored networking class
  • fixed typo in auto-save filename


  • added Spanish language as an option - special thanks to Luis
  • fixed incorrect tooltip on main menu (MacLr)
  • fixed crash when attempting to close a dialog that had not been created


Bugs being worked on

  • flipping pasted selections in editor can cause a crash (Ali)
  • monks merging together when crossing on/off ladders
  • switching to windowed mode hides the Dock (Sierra)
  • regen bomb timing does not accurately match the Original

What I'll probably do next

  • improve LAN performance
  • ability to 'pause' the game when testing and return after minor edits