Frogatto & Friends is an action-adventure game, starring a certain quixotic frog. We're trying to push 2D platforming, pixel-art, and music into uncharted territory; we hope you like the results! Frogatto is driven by a very flexible, high-performance 2d game engine we've developed, called "Anura" - it's suitable for almost any 2D videogame, and has a few special features for pixel-art and graphical-effects commonly seen in pixel-art titles. It has already been used to ship another complete game, called Cube Trains, and several others are in the works. The game's source code license can be found in the LICENSE file in the distribution. See INSTALL for instructions on building from source, or check the Downloads page [http://www.frogatto.com/download] in our website for ready to use packages for your platform. This repository houses the Frogatto module for the Anura engine, but versions 1.3.1 of Frogatto and prior contain the engine as well and are incompatible with the Anura repository.
Frogatto & Friends is an action-adventure game, starring a certain quixotic frog.
Overview
Comments
-
"joystick" set to true affects keyboard input
just compiled c8fa11bf8057f8dcde911ff1dd6fa8c9c3f4a074 from 1.3_stable. by default "joystick" is set to true in ~/.frogatto/preferences.cfg. this renders only 'A' and 'S' keys functioning properly, the right arrow key works as UP and frogatto starts running to the left immediately after starting the game or returning to the title screen. so basically the game is unusable. i've set "joystick" to false and the problem seems to be gone. i'm using ubuntu 12.10 x86_64.
Anura Issue -
Liberate proprietary data
Please may the proprietary data listed in the license file be released under a libre (free as in freedom) license, so as to become libre works as described here: https://freedomdefined.org?
At the moment, some system distributions cannot distribute Frogatto because they have policies against proprietary works.
-
Remove all thn (bramble) tiles, but first...
Gotta check if it was intentional that @Phanterm kept the tiles and placed objects over them; I seem to recall he liked the look of it, but it's a pretty old discussion by now. An example, with thn tiles... and without:
Level Design -
Editor crashes creating new empty module without dependencies.
I'm on OS X Lion and have the latest version of Frogatto compiled from master branch (top commit is e9c7494590e95f8642671591901a4cf46865e436).
Steps to reproduce:
- run game
- ctrl+E
- File>Create New Module
- fill fields with "nm", "NewModule", "nm_"
- hit enter key
Relevant command line output:
PARSE ERROR: : Could not find file module.cfg
If I add "aritest" using "Add" button from "Create New Module" window before I hit enter everything works fine.
-
Font-generation rakefile doesn't seem to work.
In utils/font-generation, there is a rakefile which should generate all the non-latin-family font glyphs we need. It doesn't seem to work, claiming it
Don't know how to build task '../../po/zh_CN.po' (see --tasks)
. -
Game went completely mute after dying.
I was in kitty factory and died by falling off a cliff. Going back to the main menu didn't fix it.
Here's everything the game printed:
http://www.pasteall.org/72204
Bug Sound - Programmatic -
Frogatto website links are all spam
All of the links on the side of the Frogatto web site link to spammy ads for prescription drugs.
For example: http://www.frogatto.com/contact http://www.frogatto.com/screenshots
I suspect that someone hacked your wordpress installation.
-
Dropping a plant on blocks while crouching resulted in app crash
Happened near the entrance to the Rock Fort, went through the secret tunnel and up-left. Latest stderr.txt message (probably related to the bug): .\svn\src\custom_object_type.cpp:560 ASSERTION FAILED: UNKNOWN FRAME on_back IN shooting_plant
-
Key respawn cutscene seems to soft-lock the player if they die during it.
A beholder(the eye-like things that shoot fireballs when they see you) hit me, and knocked a key out of my mouth into the pit. I falled into the pit while the key-respawn cutscene was playing, now I cannot move by pressing any of the keys. I was in the Musty Mine when this happened(I can also quit to title screen, but still cannot move 🙂 )
-
lib.math.clear_line_of_sight_between is painfully slow, may need a C++ implementation
Experiencing some serious stuttering/slowdown on rocky-road.cfg - and we don't know why.
Some amount of slowdowns seem to have occurred with the refactor related to hittable_attache; we could be seeing a case where acorns are accumulating and all getting disposed of in one go, or any number of other possible causes.
We need to compare what's on this level, and what's not on other forest levels, and figure out what the actual culprit is.
Anura Issue -
Crash when trying to catch flying plant with tongue
Ubuntu 15.04 x86_64 Anura the latest commit + frogatto commit 723d276cb37f7466f9cba2bbc2e130c5e36f6ac8 When I try to catch a flying creature with tongue, the game crashes.
Backtrace:
INFO: preferences.cpp:591 : GET SAVE FILE PATH: /home/kroartem/.frogatto/save2.cfg ERROR: asserts.cpp:140 : ASSERT FAIL: formula.cpp:2382 ASSERTION FAILED: TYPE MIS-MATCH: EXPECTED obj throwable BUT FOUND "@eval deserialize('0x145911b0')" OF TYPE 'obj shooting_plant' AT At modules/frogatto/data/objects/playable/frogatto_playable.cfg 1866: ] where throwable_obj = (obj throwable <- object(collide_obj.thrown_type, c... ^ CRITICAL: At modules/frogatto/data/objects/playable/frogatto_playable.cfg 1866: ] where throwable_obj = (obj throwable <- object(collide_obj.thrown_type, c... ^ --- CRITICAL: stack trace: CRITICAL: ./anura : fatal_assert_failure_exception::fatal_assert_failure_exception(std::string const&)+0x3b3 CRITICAL: ./anura() [0x19ea070] CRITICAL: ./anura() [0x1a064ec] CRITICAL: ./anura() [0x19bbe7c] CRITICAL: ./anura() [0x1a0934d] CRITICAL: ./anura() [0x16b1a2b] CRITICAL: ./anura() [0x1a0934d] CRITICAL: ./anura() [0x19d89ac] CRITICAL: ./anura() [0x1a0934d] CRITICAL: ./anura : game_logic::FormulaExpression::evaluate(game_logic::FormulaCallable const&) const+0x5f CRITICAL: ./anura() [0x16a6b30] CRITICAL: ./anura() [0x19d89ac] CRITICAL: ./anura : game_logic::Formula::execute(game_logic::FormulaCallable const&) const+0x104 CRITICAL: ./anura : CustomObject::handleEventInternal(int, game_logic::FormulaCallable const*, bool)+0x4a3 CRITICAL: ./anura : CustomObject::handleEvent(int, game_logic::FormulaCallable const*)+0x23e CRITICAL: ./anura() [0xc3b227] CRITICAL: ./anura : EntityCommandCallable::runCommand(Level&, Entity&) const+0x65 CRITICAL: ./anura : CustomObject::executeCommand(variant const&)+0x265 CRITICAL: ./anura : CustomObject::executeCommand(variant const&)+0x159 CRITICAL: ./anura : CustomObject::executeCommand(variant const&)+0x159 CRITICAL: ./anura : CustomObject::resolveDelayedEvents()+0xb1 CRITICAL: ./anura : detect_user_collisions(Level&)+0x1eda CRITICAL: ./anura : Level::do_processing()+0x19b CRITICAL: ./anura : Level::process()+0xc3 CRITICAL: ./anura : LevelRunner::play_cycle()+0x70a0 CRITICAL: ./anura : LevelRunner::play_level()+0x16d CRITICAL: ./anura : main()+0x649c CRITICAL: /lib/x86_64-linux-gnu/libc.so.6 : __libc_start_main()+0xf0 CRITICAL: ./anura : _start()+0x29 CRITICAL: --- terminate called after throwing an instance of 'fatal_assert_failure_exception'
Screenshot from the place where it happened:
-
Creature Field Guide in Inventory Causes Game to Hang When Inventory is Accessed
In current HEAD (running on top of Anura, also at HEAD), if you acquire the "Creature Field Guide" from the shop at the Tempo Village Docks, any attempts at opening your inventory hang the entire game to the point where you need to do a
kill -9
on the process. The only debug message given by default is: "libpng warning: iCCP: known incorrect sRGB profile"I made a copy of that save file, and in the copy, I removed the line with "item_creature_field_guide" in it, then started the game and loaded that save file. Inventory now loads without any issue.
Tested on: Dell Latitude E5440 (with Intel Core i5-4310U CPU and 8 GiB memory) running Debian Bullseye 11.6, and recently recompiled Anura and an updated Frogatto module.
-
Opening inventory takes longer and longer as the game progresses
Frogatto v4.28
Opening inventory takes longer and longer as the game progresses. Similar to #609 but here the long loading time turns already into application freeze. 100% CPU load on the executing core, and the game slowly eats up system memory.
-
Inventory screen item description/cursor is not updated when first opening it.
When opening the inventory, the cursor text is identical for both the items and abilities pane. The text updates when a new ability is selected, but goes back to the first item every time the inventory is closed and re-opened again.
-
Map is clipping incorrectly after patching another clipping bug in the bestiary.
Reported by @al0fdf. Introduced in ae7fd4c4a3507725fff95e599e53d418d48deeaf. Map should be solid black, not transparent cutout. (May need to run
Anura Issue Graphics - Programmatic Bughax
to get it first.)
Mecha Hamster is a game where you roll through customizable environments that you can share with your friends.
MechaHamster {#mechahamster_readme} MechaHamster is a game about guiding a futuristic hamster ball through dangerous space mazes, create mazes of thei
A little arcade game that uses SwiftUI as a game engine.
SwiftUI Game A little arcade game that uses SwiftUI as a game engine :) Just copy the code into the Blank playgroundbook in Swift Playgrounds app on i
The one and only open source 4X MMO mid-core strategy game for iOS. Similar to Game of War and Mobile Strike
4X MMO Strategy Game for iOS I have spent 4 years of my life and a significant amount of money into completing this game and I hope you enjoy it. For
🦁 🃏 📱 An animal matching puzzle card game– built with turn-based game engine boardgame.io and React-Native + React-Native-Web
Matchimals.fun an animal matching puzzle card game ?? ?? ?? Download for iOS from the App Store ?? Download for Android from the Google Play Store ??
Switshot is a game media manager helps you transfer your game media from Nintendo Switch to your phone, and manage your media just few taps.
Switshot is a game media manager helps you transfer your game media from Nintendo Switch to your phone, and manage your media just few taps.
Gravity Switch - A dynamic game that integrates swiping and tapping to create a fun interactive game
GravitySwitch Gravity Switch is a dynamic game that integrates swiping and tappi
IOS Spin Game - A simple spin game using SwiftUI
IOS_Spin_Game A simple spin game using Swift UI.
FlagGuess-Game - A game to collect points by guessing flags
Flag Guess Game A game to collect points by guessing flags! Wrong Choice
CardGameEngine - Prototyping a game engine for the Bang card game
CardGameEngine Prototyping a game engine for the Bang card game. Features Engine is open source Powerful scripting language using JSON Card design is
Imagine Engine - a fast, high performance Swift 2D game engine for Apple's platforms
Welcome to Imagine Engine, an ongoing project that aims to create a fast, high performance Swift 2D game engine for Apple's platforms that is also a j
🖐 Memory game with hand gesture recognition that will keep your brain in a good shape!
Hands I have always been interested in how I can improve my memory in addition to reading books, and once I came across an interesting technique relat
Lambton College, 2nd Semester Final IOS Project (Star Wars) game
The game we developed for our project of the course advanced iOS application is based on a functioning of a real time shooting game, in which initiall
Tic Tac Toe game developed in SwiftUI
TicTacToe Tic Tac Toe game developed in SwiftUI Requirements macOS 11.1 Big Sur Xcode 12.3 iOS 14 Getting Started Clone the Repository Royalty free au
A game engine built with SDL and Swift.
Lark A game engine made with Swift and SDL. This is a pre-alpha work-in-progress. Don't try to use this unless you really know what you're doing. I ba
The purpose of the color game is to find the right color without getting distracted. It is as difficult as it is fun.
Color Game The purpose of the color game is to find the right color without getting distracted. It is as difficult as it is fun. Getting Started Insta
The purpose of the color game is to find the right color without getting distracted. It is as difficult as it is fun.
Color Game The purpose of the color game is to find the right color without getting distracted. It is as difficult as it is fun. Getting Started Insta
iOS drop-in library presenting a 2048-style game
iOS-2048 iOS drop-in library presenting a clean-room Objective-C/Cocoa implementation of the game 2048. Screenshot Instructions The included sample ap
A 2048 game writing with SwiftUI.
2048 Game (SwiftUI app) This is a simple game to demonstrate the new SwiftUI framework. Note that the game algorithm may have issues, and this is stil
👻 Augmented reality game in a pixel/billboard style
ARbusters What's ARbusters? ARbusters is an augmented reality game in a pixel/billboard style. The gameplay is pretty simple, look around you and kill