Wednesday 16 June 2010

Return to Retrovaders - Part 3

Now that I've finished the translation framework for RetroVaders, it is time to move on to the next bit - graphics. The main sprite set (which I like, I must admit) is still a bit too close to the original Space Invaders graphics. I've adapted them slightly so that although they are still recognisable they are (hopefully) different enough to differentiate the game from the arcade original.

I've also replaced the "RetroVaders" backdrop with a new version, and made that the default. So, by default, the game now looks like this:

You can, of course, make it look like the original via the options menu.

Speaking of the options menu, another "usability" adaption is that when the game is launched for the first time, it now starts in the options menu (in windowed mode). Subsequent launches will open at the main screen with whatever options you have chosen.


The next release is (likely) to be RetroVaders 2.00 - and probably will be the final major release - unless someone supplies some alternative translations.

So what is left to do? Apart from testing the game, I've also got the Linux and Mac OS X ports to do, the translations to complete (German and Finnish still to add, maybe French too), and some tweaking of game elements; although nothing too major.

Update: The Finnish translation has been added, so that only leaves the German one to do. It actually only took around quarter of an hour to add the translation in. The language framework (although it was a bit of a bugger to sort out initially) has indeed made life much easier for me.

Saturday 12 June 2010

Return to Retrovaders - Part 2

Keeping with the theme of accessibility - language support is something that has been on my list of features that I'd like to add.

Sadly, however, my grasp of languages other than English is very limited indeed, but not to be deterred I made a start - and stripped out the menu text from the game - which came to a stonking 24 words - and posted a request for translations on the RetroRemakes forum.

So thanks to the kind assistance of Ordvana, I'm now well on the way to adding Finnish and Russian (!) translations to the game. As it turns out it is just as well that I'm only translating the menus, as BlitzMax doesn't support non-English languages that well. This leaves me with creating bitmapped versions of the Russian text (and probably for the Finnish text too).

As the Russian one is going to take the most work I'm starting with that - and hopefully by the end of today should have the main menu working in both English and Russian, and be able to make a start on the Options menu.

This means that instead of "Start Game" - the Russian version will display "Начать игру", instead of "Options" we'll show "Опции" and so on.

So if you are reading this, and would like RetroVaders in your native language then get in touch!

Update: The main menu now works in both Russian and English. I can use regular text, graphics or a mix of both for the menus - which should make adding other languages much easier.

Friday 11 June 2010

That's All Folks! (for SCO at any rate)

It's official - SCO is toast, the request for a retrial has been DENIED.

From the article on Groklaw:

Judge Ted Stewart has ruled for Novell and against SCO. Novell's claim for declaratory judgment is granted; SCO's claims for specific performance and breach of the implied covenant of good fair and fair dealings are denied. Also SCO's motion for judgment as a matter of law or for a new trial: denied. SCO is entitled to waive, at its sole discretion, claims against IBM, Sequent and other SVRX licensees.

CASE CLOSED!

So after six years and God only knows how many man-hours of dealing with their spurious claims they have lost. Again. Although there have been quite a few "face-palm" moments which have had me muttering "stop pandering to the damned litigious munchkins" through gritted teeth, it looks as if Judge Stewart has been making sure that when this is over there is no room for SCO to try and appeal the decision.

From the Final Judgement itself:

This matter came before the Court for trial on March 8, 2010, through March 26, 2010. Based on the Jury Verdict and the Court’s Findings of Fact and Conclusions of Law, Final Judgment is entered as follows:

1. Judgment is entered in favor of Novell and against SCO on SCO’s claim for slander of title pursuant to the Jury Verdict.

2. Judgment is entered in favor of Novell and against SCO on SCO’s claim for specific performance pursuant to the Court’s Findings of Fact and Conclusions of Law.

3. Judgment is entered in favor of Novell and against SCO on Novell’s claim for declaratory relief pursuant to the Court’s Findings of Fact and Conclusions of Law. Specifically, the Court declares:

a. Under § 4.16(b) of the APA, Novell is entitled, at its sole discretion, to direct SCO to waive its purported claims against IBM, Sequent and other SVRX licensees;

b. Under § 4.16(b) of the APA, Novell is entitled to waive on SCO’s behalf SCO’s purported claims against IBM, Sequent and other SVRX licensees, when SCO refuses to act as directed by Novell; and

c. SCO is obligated to recognize Novell’s waiver of SCO’s purported claims against IBM and Sequent.

4. Judgment is entered in favor of Novell and against SCO on SCO’s claim for breach of the implied covenant of good faith and fair dealing pursuant to the Court’s Findings of Fact and Conclusions of Law. The Clerk of the Court is directed to close this case forthwith.

SO ORDERED.

DATED June 10, 2010.

BY THE COURT:

____[signature]_____________
TED STEWART
United States District Judge

SCO can, of course, still try and appeal - but given the wording of the final judgement their chances of victory (not to mention the company surviving long enought to get to court) are somewhere between slim and none. This also nails the lid on the coffin of their other court cases.

SCO have approximately one month to decide on their next course of action - assuming, of course, that they don't slide into Chapter 7 bancruptcy in the meantime.

Thank you PJ for keeping us informed, amused and well-armed against the common enemy ;-)

Wednesday 9 June 2010

Return to RetroVaders

Over the past couple of weeks RetroVaders has had some extra love sent its way. The long awaited (hey, someone may have been waiting!) update 1.35 for Windows has finally seen the light of day - removing the 320x240 resolution to prevent crashing on modern versions of Windows.

Although there have been some "unofficial" downloads for this version, it is now available properly at the main site.

I've also been looking at some additional tweaks that will affect all versions of the game (not just Windows) in the next version. This includes removing the 320x240 default screenmode for ALL versions of the game. This has now been replaced with a 640x480 full graphical border, with the game playing in the middle (just like on the old arcade cabinets).

Some other (minor) bug fixes are through as well (such as preventing impossible screen scaling modes from being selected).

This is all minor stuff really. The major point of the 1.36 release is going to be a "One Switch" mode for the game. "What is that," you may ask? Essentially it allows the entire game to be controlled with a single switch. For disabled players this can mean the difference between being able to play a game and just being able to watch someone else playing it.

A good resource for more information about One Switch gaming is OneSwitch.org.uk which has a wealth of information about games for disabled players, and how to adapt your games to their needs.

Anyway, back to RetroVaders. At the moment when the game is in "One Switch" mode (retrovaders.exe /oneswitch) the space bar or left mouse click is the switch. In game, the switch toggles between three states:

Move Left
Move Right
Stop and shoot

After asking for a bit of advice on RetroRemakes I may also add alternative control schemes, such as:

Move Left
Shoot
Move Right
Shoot

Getting the game playable with one switch is one thing. Getting the in game menus working was another challenge entirely. In the end I've settled for the game automatically cycling through the menu options, with the switch selecting. I've set a two-second delay between each menu move to make it easier for those with slower reflexes to select the right option.

There are still a couple of things that I'd like to add to the game to make it more accessible, but we're heading in the right direction!