MMR update #45

Network games is coming along nicely. Gareth and I have been doing some early morning testing before work with great success. Still needs more work but I'm quite happy with how it is progressing.

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!


  • tweaked save game format - this does not affect games saved with last week's build
  • simplified pre-game pause
  • removed redundant player checks when updating input
  • simplified checking if the game is over
  • pause icon no longer shows over the tombstone/game-over graphic


  • random seed is now correctly synchronized for networked games
  • added custom unsigned integer serialization support
  • fixed bug that caused a single RPC to execute repeatedly
  • fixed network events not properly being detached from the lobby
  • added basic game start countdown
  • added chat support during gameplay
  • removed dead/test code


  • fixed bug that crashed the game when attempting to highlight text in a textbox control
  • fixed bug that crashed the game when switching between 1P and 2P huds
  • new scoreboard format - your existing scoreboard will be deleted, sorry!
  • simplified tile type helper methods (EG; determining if a tile is an exit, bomb, etc)
  • removed half pixel offsets from score board

Proper on the left; pixel offsets on the right

Bugs being worked on

  • monks merging when crossing on/off ladders and using ropes
  • 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 network games
  • ability to 'pause' the game when testing and return after minor edits