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A game inspired by Factor Software's "BOOM". Also the repo for BOOM Remake.

Home Page: https://silverweed.github.io/boom

License: Other

C++ 92.38% CMake 4.81% Ruby 0.83% Shell 1.11% Awk 0.09% Python 0.72% Objective-C++ 0.06%
2d arcade cpp14 game linux local-multiplayer osx sfml videogame windows

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lifish's Issues

Input not working properly on new OSX

SFML 2.4 fails to properly capture keyboard input on latest version of OSX.
Investigate this and either make it work (probably by upgrading to 2.5) or work around the issue (key event seem to still be working).

Enemies sound wrong when turned

When you take all the coins and the Extra Game starts the enemies transform but still emit their typical sounds, not the transformed one.

[Boom] Missing High scores page

Thank you for making my childhood dreams available again!

Everything looks perfect but I noticed one thing is missing - a high scores page. In the original version, when you finally died each player was asked for a name and their score was saved. It was later available in the "high scores" pane in the menu.

Is this something you missed or decided to skip?

Once again – amazing job!!! 👏

macOS Big Sur no inputs during game

Hey! Thanks so much for the remake of this absolute classic.

Unfortunately the game doesn't seem to be receiving inputs on Big Sur. Have you tested this?

"Esc" works but none of the movement keys or bomb presses seem to have an effect.

Failed to compile on debian due to "‘debugPainter’ is not a member of ‘lif’" error

Hi, I'm trying to compile it running cmake . && make but I get this error:
[97%] Building CXX object CMakeFiles/lifish.dir/src/core/debug/DebugRenderer.cpp.o /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp: In lambda function: /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp:24:30: error: ‘debugPainter’ is not a member of ‘lif’ 24 | lif::debugPainter->addRectangleAt( | ^~~~~~~~~~~~ /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp:34:30: error: ‘debugPainter’ is not a member of ‘lif’ 34 | lif::debugPainter->addTextAt(c->getPosition() + sf::Vector2f(1, 1), ss.str(), 6, | ^~~~~~~~~~~~ /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp:37:38: error: ‘debugPainter’ is not a member of ‘lif’ 37 | lif::debugPainter->addTextAt(c->getPosition() + c->getSize() - sf::Vector2f(7, 9), | ^~~~~~~~~~~~ /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp: In static member function ‘static void lif::debug::DebugRenderer::drawSHCells(const lif::SHCollisionDetector&)’: /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp:53:30: error: ‘debugPainter’ is not a member of ‘lif’ 53 | lif::debugPainter->addRectangleAt( | ^~~~~~~~~~~~ /home/salvicio/src/lifish/src/core/debug/DebugRenderer.cpp:60:14: error: ‘debugPainter’ is not a member of ‘lif’ 60 | lif::debugPainter->addRectangleAt(sf::Vector2f(limit.left, limit.top), | ^~~~~~~~~~~~ make[2]: *** [CMakeFiles/lifish.dir/build.make:1868 : CMakeFiles/lifish.dir/src/core/debug/DebugRenderer.cpp.o] Erreur 1 make[1]: *** [CMakeFiles/Makefile2:83 : CMakeFiles/lifish.dir/all] Erreur 2 make: *** [Makefile:91 : all] Erreur 2
Suggestions?

Enemies tend to be stuck in transporters

If you have for example a transporter at the end of a corridor that leads to another corridor enemies will often just follow those corridors all the time, even if by turning in another direction after transporting they may escape them. In the original Boom they would make the corridors a couple of times maximum, then change direction Ian’s go somewhere else. I’ve noticed this with Minotaurs in particular.

I don’t know if this is related, but all enemies seem much more active as well, roaming the map more than in the original boom. In particular the easy guys tended to remain in their areas when freed, now they go everywhere.

icon.png is missing

When I start the game from console i get following warning.

Failed to load image "/usr/share/boom/assets/graphics/icon.png". Reason: Unable to open file

It's on the code

if (iconImg.loadFromFile(lif::getAsset("graphics", "icon.png"))) {

Relicensing lifish

@bsvercl I'm opening this issue to contact you specifically, as private messages were removed from Github.

To get to the point: I'm about to close source this project. I'm glad you were interested in it enough to fork it, but I kindly ask you to delete your fork from Github so it does not remain unparented when I make this repo private.
I know you have all the rights to refuse to do so - the project is currently in GPL after all - but I'm asking this as a favor.
You can still keep the code of course, I just ask you not to 1. upload it on the internet or 2. redistribute it verbatim, as that code is incomplete and will not receive further (public) updates from me.

Again, this is a REQUEST, I have no rights to force you to delete that repo and I won't even try to do so.

The reason behind my decision to close source lifish is that I decided to go serious with it and try to complete it and sell it. However this means paying an artist to create the game graphics/sounds/etc; you'll understand that I'd like to at least cover this cost, and unfortunately I don't think that selling an open source game is a viable option.
I'd still like to re-open source the core engine later on, but until it's not 100% separated from the game, I'm not doing so.

Thank you for the collaboration.

Saved games can star with zero hearts

Hi, probably I've saved a game while "crying" (dead) and when I load the game the player have zero hearts (all white): everything else works as expected and at first strike player dies.
Best regards.

More players?

So this is super "would be awesome..." but wouldn't it be great if you could have 4, 5, 6+ players? 😁

Consider this a formal feature request... :)

Required SFML installation on Mac

I recently downloaded the latest build on Mac OS X and it failed to run with the error
"tried: '/usr/local/opt/sfml/lib/libsfml-graphics.2.5.dylib' (no such file)"

Installing SFML using homebrew with "brew install sfml" resolved the issue.

Noting for documentation purposes.

Thx!

rewrite UI

In-game UI is minimal, and that's ok; but currently it's hardcoded in a pretty bad way: it isn't easily customizable and doesn't separate the model from the view (it has an internal event/rendering loop with logic mixed up with displaying), thus it's not compatible with a multithreaded version of the game.

The UI parts should be rewritten with the following points in mind:

  1. it must separate rendering from logic (and should be compatible with sf::Drawable)
  2. it should be more easily customizable, with data taken from outside the program rather than hardcoded in the classes themselves (maybe use JSON, since we already have a JSON lib)

refactor entities behaviour

The current paradigm for entities' behaviors is via inheritance, but this leads to a messy design and class hierarchy. We should refactor the class tree to have a class Entity endued with components. Composition should allow a less entangled design.

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