Week #35 update

What I've done this week##

The August build is up and ready for download. Not a regular blog reader? You can read the monthly round-up here to get up to speed.

I focused my time this week on LAN gaming, fixing several bugs an getting ready for this months update. I'm quite happy with how LAN is coming along. Please note though that games are very experimental. The September update (around the 27th) will hopefully see the game become playable.

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!


  • nothing, yay!


  • tweaked the column sizes in the join dialog
  • added game disconnection message box to inform user the other player has left the game and that the game has been saved (saving not done yet)
  • game controllers connected but not set a the input device will no longer vibrate (Kyson)
  • optimized the loading of players into puzzles
  • fixed bug that did not pause monks when they landed on another's head
  • rewrote the code that handles monks not moving to face runner if next to another monk
  • more tweaks to movement keys being held at the same time;
  • fix to auto-run when the up key was held (Kyson)
  • last week saw the introduction of holding the up key to run; this week, down was also added
  • after some emails with Kyson, it would appear that keyboard input in the original behaves slightly different in the Windows and Macintosh copies
  • LAN updates;
  • monks added to LAN games
  • credits no longer play after solving a networked puzzle set
  • runners can suicide over the network
  • upon a game starting, the client will alter its game speed to match the host
  • the host is the only one who can alter the game speed


  • fixed bug that broke compatibility with the original game;
  • you could not open new puzzles created or new puzzles added to existing sets in the original game
  • this was a very time consuming process but I think it was well worth it
  • fixed glitch in the file dialog that created odd file names
  • the mouse cursor no longer hides when the game is paused

Bugs being worked on

  • Gravis gamepads not working with OS X (Adam)
  • Windows with Japanese language causing a crash on start-up (Kyson)
  • the current workaround is to set Windows to a Latin-based language (English, German, French)

What I'll probably do next week

  • play/test for bugs
  • continue AI improvements
  • continue LAN