Status update: spring 2022

Last time, I said I was done with rabbit holes. I was wrong. Turns out, after escaping one rabbit hole, I promptly fell down the next.

First it was threads. I spent all of March working on an app to demonstrate threads in action. Sure I probably spent more time on it than strictly necessary, but I got a cool demo out of it. Plus, working on a practical example helps catch bugs and iron out rough edges.

With that done, I turned my focus to updating the 21 C++ libraries Lime uses. (Well, 19 out of the 21, anyway.) I forget exactly why I decided it needed to be done then and there, but I think a big part was the fact that people were raising concerns about large unresolved problems in OpenFL/Lime, and this was one I could solve. Technically I started last year, and this was me rolling up my sleeves and finishing it.

A couple stats for comparison: I spent ~4 months working on threads, and produced 53 commits. I spent ~2.5 months working on the C++ libraries, and produced 102 commits. And that’s why you can’t measure effort purely based on “amount of code written.” The thread classes took far more effort to figure out, but a lot of that effort was directed into figuring out which approach to take, and I only committed the version I settled on. The alternative options silently vanished into the ether.

All the while, I spent bits of time here and there working on issue reports. Tracking down odd bugs, adding small features, stuff like that. There are several changes in the pipeline, and if you want the technical details, check out my other post. (Scroll to the bottom for more on the big 19-library update.)

49 thoughts on “Status update: spring 2022”

  1. Hey Joseph!
    It looks like you are one of the biggest contributors to Lime at the moment.
    Have you considered adding a Sponsor button to your Github page?
    I will be happy to support your work on Lime.

    1. I haven’t thought about it too much, but it isn’t a bad idea. If I did add such a button, or start a Patreon, or whatever, it would be with the caveat that I’m not committing to focus on any one project.

      As I… thought I explained above but maybe didn’t, I’m pivoting away from work on Lime itself. I wrote up the big companion post because I knew I was going to shift focus.

      I’ll make a blog post if I do ever decide to go through with this.

      1. I understand that you are not committing, but at the moment I feel like you and Josh Tynjala are the biggest contributors to the OpenFL/Lime, even though you might be doing it just for your personal reasons.
        Anyway, I need OpenFL/Lime to be up-to-date and working, so donations to big contributors are the only way I can support it right now.
        If you move to another project, I will just switch my donation to the next big contributor, if any.
        Can’t do Patreon though. 🙂

  2. It’s been years and you’re still working hard as a game developer, that’s awesome. Do you still like the Run series, or has it become more of a dead weight?

    1. I’m still enjoying it! I think the fact that there are so many different aspects to it is what keeps it interesting. I can shift focus when I’m starting to get tired of one part.

      1. Will the flash version continue receiving updates, or will all future updates come to the html5?

  3. Hello! I was recently playing the HTML5 version of Run 3, and in the shop screen, it says the Duplicator is not available yet. However, I can select him on the title screen and play as him in Explore Mode and Infinite Mode. Is this an oversight?

    1. Probably an oversight, I realized that (almost) everything in the newest version is actually stored in Run3.js, but you can’t access it. You can go in /run/3/Run3.js and use ctrl-f on anything that is not in the game, and it is there.

      1. It’s worth adding that everything locked from the HTML5 version is far from functional. Notably: the Pastafarian’s light bridge causes the game to crash.
        Fun fact: There is more content in the HTML5 version than the Flash versions. Most of it is just locked.

  4. Hey so when I try to play Run 3 on this website, it isn’t loading at all. Is this something other people face or is it an issue with my computer?

  5. Is there a bug reporting area for Run? I’ve noticed that selecting the Gentleman on Explore Mode causes the entire game to freeze and you have to reload the whole game to fix it.

    1. Thanks for the link! Some of the text was hidden by the Runner’s dialogue boxes and the sides of the screen, so I’m glad you discovered that! 🙂

    1. Might take a -very- long time as the last tunnel to be released was Coordination Challenge over 3 years ago. So, expect a wait time of at least 6 months.

  6. Hey Player 03. I’ve been searching for ways to ask you these questions myself. I know you are busy and all, but I’ve been a fan of the Run saga since I was back in primary school. Now I’m eighteen and have a job. Thanks for making them. So, I’d like to ask them. I hope you CAN answer them.

    Is the status on Run 1 and Run 2 remakes going good, and if so when can we actually see new footage of them?
    Are you ever going to return to Run 3 and at least add some new things? I’m really an curious as to see what happens next.
    Do you think it would be possible once the whole Run Trilogy is complete (1, 2 Remakes and 3) could they be ported to consoles as a trilogy game?

    I hope you can answer these.

  7. Hello Player_03 Any updates for fall. If so Please Post it Maybe Also summer bc you missed summer post.

  8. Hey player_03, I wanted to ask you a question. The latest Flash version of Run 3 (V1.13.0) can’t be played locally and requires the game to be loaded through this link via an internet connection https://player03.com/run/3/Run3.swf

    The problem with this is that if your site ever goes down then it will be impossible to play the latest Flash version of Run 3. If you could make it to where the game could be loaded locally that would amazing.

    1. use jpexs to change some stuff in the file like changing the path kongregate.com/flash/API_AS3_Local.swf to a local path and turn on local with neworking in Run3/others/FileAttributes’s “useNetwork” variable by changing it to true. I might make a vid on how to do it, because I might be the only one that knows how.

      vladtheman don’t repost this on kongregate or at least give me credit this time

      1. Interesting! I’m not familiar with all the technicalities of making that version of Run 3 work, but it doesn’t hurt to try!

        And don’t worry! If I do write about this on Kongregate, I’ll give credit where it’s due. 🙂

        1. Yeah thanks because when I posted how to play run 3 online in on kongregate as oofman_theoofer you reposted it here, and some other guy made a wiki article about it without credit.

          1. Thanks for clarifying! Also, I had no idea you were Oofman_Theoofer on Kong, so I would’ve never guessed! (I just checked one of your comments under Run 3 there for confirmation. Also, I wanted to give everyone access to this site’s Run 3 SWF in the SuperNova Player, which has crumbling tiles and character selection in Explore Mode. :))

      2. How did I never think of doing that. Let me try that and see if it will work. Thanks for replying!

      3. Hm I couldn’t seem to edit the API_AS3_Local.swf path without getting errors. Could you send detailed instructions on editing the path or a video demonstrating what you did.

        1. oops! sorry. You should edit the P-code to do it. I forgot they haven’t finished the AS3 editing tool and the P-code one never has errors.

          1. To fix the error at 2:50 simply set useNetwork to false with API_AS3_Local.swf. This will make Run 3 fully local and not use an internet connection at all. Thanks for the video by the way, it actually helped me out and I hope more people as well.

    2. I just saw your Run: The Definitive collection post on the wiki. If you want, you should use asentientbot.github.io’s create projector swf to convert your files in to EXEs. It works really well.

    1. By hidden, do you mean the ones in the original flash version? If so, I’ll research how to edit your localstorage to change what level you spawn on when you press explore.

  9. Dear Player03, I know that I should not post this comment here, but we Run 3 fans have been patiently waiting for the next update for 5 years. I adknowledge that you are busy converting Run 1 and 2 to HTML5, but can you please release the rest of the Plan C, C-Tunnel and H-Tunnel, and also release the P, J and K Tunnels? Also, if it is not too much work from you, can you make the Pastafarian avaliable on HTML5 and decrease the cost of the Duplicator and Pastafarian from 25000 power cells to 6000 power cells? Thanks for listening to my comment. We hope to see your next update soon.

    1. be more patient.

      If I understand correctly, he’s kind of rewriting the entire engine that run uses. It will take a while and he has specifically said he will be working on haxe for a while before returning to run.

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