Never found this problem...and yes a game end when blocks reach the top. Try to delete the appdata folder and rerun the pnd.I seem to be getting a game over randomly after playing the original mode for a while. (the game is not supposed to end before the blocks reach the top of the playing area, right? Or is there some rule I'm not aware of?)
Ok i was thinking the same...but what game modes i submit to C4A server ? Normal mode for sure ..but what else ?honestly, don't do c4all on all these 6 modes, because that'll create too much dispersion, on some mode you'll be lucky to get one or two score entry...
I think what you have is that you used LIBGL_FB=1 to get Framebuffer access (compatibility with newer driver) and automatic fullscreen, but the game itself is still not-fullscreen.The problem with the taskbar is relative to using glshim lib ( i think) and could be resolved (or attenuated) with hiding the taskbar on XFCE
oh yes i used LIBGL_FB=1 and the game is using 640x480. Now i know that i should anyway force 800x480 on my next build.I think what you have is that you used LIBGL_FB=1 to get Framebuffer access (compatibility with newer driver) and automatic fullscreen, but the game itself is still not-fullscreen. You should also force the game to display fullscreen to avoid this kind of effects.
Deleted the appdata folder but that didn't help.Never found this problem...and yes a game end when blocks reach the top. Try to delete the appdata folder and rerun the pnd.I seem to be getting a game over randomly after playing the original mode for a while. (the game is not supposed to end before the blocks reach the top of the playing area, right? Or is there some rule I'm not aware of?)
I'm quite sure it had nothing to do with this. The playing area was nearly empty (like one or two rows at the bottom) at least once when the problem occurred.Is it anything to do with the fact the different pieces appear first at different heights - you need to have four rows at the top if a long piece appears. Or are you further down the screen when the game ends?
I'm sure it was the original mode.And just to check, you're not accidentally playing one of the times modes, right?
If it's "delta step" issue (meaning, the block going to fast, and having a height negative because of the step, if indeed the bottom is 0) and so having the height (if unsigned) sudenly very big (so trigering a gameover), remove optim flag will not help.@ ptitSeb i'll used your codeblocks CFLAGS (added on the makefile) in the build that is on the repo ( so -fsigned-char is already present) but with and without didn't have a game over like matti1234, also i think to remove all the optimizations from CFLAGS as i don't see any frame rate improvement)
Thanks for the update.Just released a new PND with fixed many bugs and hope not to find anymore. Just not implemented C4A for now. @ matti1234 plaese test with it
CC Pandora running at 800 mhz.@matti1234: what model of Pandora you have?
I think the lowest score at which the problem appeared was about 200000 or 300000. I was somehow able to get a score of over 5 million (in the previous version) without running into that problem.don't forget that it happens to matti1234 only with quite high score already, so the speed of the game is probably already high, and even higher when using quick drop down.
Really Impressive i'm not so good at gamesI was somehow able to get a score of over 5 million