Collect the treasures!
Welcome to Treasure Diver!
Dive deep and collect the treasures! Read the itch page for hints on how to play!
This game was written in C with BearLibTerminal and no other libraries. The Symbola font (with some unicode characters!) was found at https://archive.org/details/Symbola .
It should be easiliy ported to Windows and Linux, and as soon as I get a C compiler put on my windows machine I'll get right on that. My only linux machines are a raspberry pi, and a remote server, so I doubt they will make the most portable executable.
I don't have the timing in the game down perfectly, and you will definitely feel speed up and slow down depending on what your computer is doing, so you have advice on that, please let me know. The sleep routines in my code seem to do nothing.
Two outstanding bugs: (Edit: these are fixed now, or should be) One, when you get hit by a snake, blood goes everywhere. This might cause a segfault because I'm pretty sure I didn't mean to be that messy with the blood. Two, a memory leak, that shouldn't be noticeable, but I don't free the memory from mazes when you play a new game. This shouldn't be noticeable, but it will be an easy fix and in for the next version.
I didn't make a plist.info, I have no idea where/how/what to fix that.
If it's easy for you, open up a command line, cd to TreasureDiver.app/Contents , and run the game from there using ./TreasureDiver , and let me know if that gives you the same error message.
I made the app by making a folder, and dropping all the stuff in to Contents/. The only mac specific code in the game itself is where I try to figure out where my files are.
Alternatively, I could post the source code and you could compile it yourself, if you have the tools installed. Edit: I have posted the source code!
I made a new version!
I found this page https://stackoverflow.com/questions/17143373/determine-minimum-osx-version-a-binary-was-compiled-for which using the appropriate command line switches, the game should run on mac os 10.8+. (Let me know if it doesn't work on your machine or if you have an older machine. I can't compile it for PPC macs.)
I fixed two outstanding bugs that are in the description despite no one reporting crashes.
So the game did run on my computer :)
I think it would be a much more enjoyable experience if it were maybe 3 times faster. The movement felt painfully slow, even up top by the shop. Given how slow the movement was, I wish there was a gauge showing how much the current unit of air will last, since I couldn't approximate it accurately. The game also seems rather difficult – I struggled just to break even on a dive, given that 1 money = 1 unit of air refilled. It made me sad to see that both the max speed and the max air upgrade cost 10 money for a single unit!
@ratrogue I have no idea why the font would show unicode on mac but not on windows. That makes no sense to me.
@Aurel300 I am struggling to get the framerate correct, and that is meant to be in a future update. It is possible my computer is so much fancier than yours that it runs faster, but I doubt that.
I did try to make it more challenging than less, but it shouldn't be hard at all to keep up with air. I think speed is the more natural upgrade than air, but at some point air is also worth it. (Maybe I should lower the upgrade for air down to $5.)
You have macOS 10.13.6. The application requires macOS 10.14 or later.
I can't wait for the port!