Chicken Invaders 4
Bugs and Suggestions
Bugs:

1: I found out when my ship is at the bottom of the screen and I need to move it up, as I start to move my mouse up, the ship is still standing in the same position. After a few centimeters of mouse movement ship starts to move too. Its like theres a little lag when I need to move ship for the bottom or top of the sreen. I am not sure about sides...

2: Also first time I played I notice strange mouse sensitivity. I need to change my dpi from 1000 to 2000 to make it *somehow* tolerable. In 4.15 version sensitivity was excellent.

Suggestions:

1: About engine color. I like colors which I can unlock, but they look so stupid coz my cabine glass remains purple. It should change color as I change my engine color. Right now with non purple engine color my ship looks like a clown.

2: That many upgrades for side weapons... I mean does anyone use these? the game is easy as it is, and those side weapons as rocket one can only help you die faster... And as I know they don't last very long, so finishing 50 levels without using side weapons just so you could have 5 of them at the same time and then spend them in 10 seconds is just stupid....

3: Instead of them (btw 200 keys for each upgrade omg...) there should be more main weapon upgrades. Like level 30, 40 and 50. (I usually finish with more then 80 upgrades so 50 is just fine). At least that would be VERY usefull.

Ty for reading. Agree if you think the same or make a suggestions or bug report yourself.
< >
Showing 1-15 of 16 comments
🅱InterAction studios  [developer] Jun 13, 2014 @ 10:19am 
Thanks for your feedback!

To maintain compatibility with touchscreens, the game doesn't capture the mouse cursor exclusively. Your normal mouse pointer is not visible, but it's still there, and it functions normally as it would on your desktop.

This means that:

1. There is no way to constrain the mouse pointer in the game window

2. There is a region around the edges of the screen that your spaceship can't follow, so if your mouse pointer is there, you will note this 'lag' in following the mouse.

3. We don't mess with mouse sensitivity at all. Whichever way the mouse works on your desktop, that's exactly how it should behave in the game.

Also, thanks for your suggestions! We have some of them in the pipeline for Chicken Invaders 5 :)
KOZZA Jun 13, 2014 @ 4:55pm 
Originally posted by InterAction studios:
Thanks for your feedback!

To maintain compatibility with touchscreens, the game doesn't capture the mouse cursor exclusively. Your normal mouse pointer is not visible, but it's still there, and it functions normally as it would on your desktop.

This means that:

1. There is no way to constrain the mouse pointer in the game window

2. There is a region around the edges of the screen that your spaceship can't follow, so if your mouse pointer is there, you will note this 'lag' in following the mouse.

3. We don't mess with mouse sensitivity at all. Whichever way the mouse works on your desktop, that's exactly how it should behave in the game.

Also, thanks for your suggestions! We have some of them in the pipeline for Chicken Invaders 5 :)


OMG CHICKEN INVADERS 5 !!! :D
BTW, are the scores world wide ? because I can only see my own. but if there not, i think it would be an awesome update if they were :D...

Last edited by KOZZA; Jun 13, 2014 @ 4:55pm
Miloš Sladić Jun 14, 2014 @ 3:36am 
CI5 !!!!!!! please make it pre-order available on STEAM!!!
🅱InterAction studios  [developer] Jun 16, 2014 @ 9:33am 
Well, first it has to go through Greenlight, but we're counting on you guys to vote it through! :)

We'll let you know once the Greenlight page is up.
Miloš Sladić Jun 16, 2014 @ 3:10pm 
kk ty
hotsnr Jun 19, 2014 @ 2:56pm 
I've founded some bugs:
1. After sheap's death and returning there is no weapon sound for 1-2 seconds (I'm not sure is on every level, but I had this.
2. On multimonitor systems there is problem with fullscreen mode. I know that your engine takes data about fullscreen modes from SDL, but this is bad because in window mode there are a lot of problem with cursor.
🅱InterAction studios  [developer] Jun 20, 2014 @ 2:53am 
Originally posted by hotsnr:
I've founded some bugs: [...]

Which OS? Windows/Linux/Mac?
hotsnr Jun 20, 2014 @ 7:00am 
Sorry for that reports, here it is:
Ubuntu 14.04 LTS x86_64
Cl4.log:

 Application: CI4 v4.17steam.e HQ2X
Current directory: /home/roma/.steam/SteamApps/common/Chicken Invaders 4
Log file: /home/roma/.IAdata/InterAction studios/CI4/4.17steam/CI4.log
Log date: 2014-06-19 22.16.16 UTC
Ultra VGA Engine copyright (c)1994-2014 Konstantinos Prouskas and InterAction studios.
Version: UveUXX build 13:32:31 Jun 12 2014
Using SDL linked version: 1.2.15
Using SDL compiled version: 1.2.14
Starting SDL...
+2147483648 Ok.
ErrorManager(): Starting...
TimeKeeper(): Starting...
TimeKeeper(): absoluteTimeOrigin: 0.009000.
TimeKeeper(): t1=0.009000000, t2=0.009000000
TimeKeeper(): getAbsoluteTime() resolution: 0.000000000 ms
+13 TimeKeeper(): sleep() granularity: 1.000 ms.
TimeKeeper(): Started.
FileManager(): Starting...
ResourceManager(): Starting...
ValveSteam(): Starting...
+23 ValveSteam(): Steam language: english
ValveSteam(): Done.
UveInput(): Starting...
UveInput(): Grabbing keyboard.
UveInput(): Grabbing joystick.
UveInput(): System has 0 joysticks.
UveInput(): Started.
UveGraphics(): Starting...
+1 UveGraphics(): Desktop SDL_GetVideoInfo():
info->hw_available: 0
info->wm_available: 1
info->blit_hw: 0
info->blit_hw_CC: 0
info->blit_hw_A: 0
info->blit_sw: 0
info->blit_sw_CC: 0
info->blit_sw_A: 0
info->blit_fill: 0
info->video_mem: 0
info->blit_fill: 0
info->vfmt->palette: 0x0
info->vfmt->BitsPerPixel: 32
info->vfmt->BytesPerPixel: 4
info->vfmt->Rloss: 0
info->vfmt->Gloss: 0
info->vfmt->Bloss: 0
info->vfmt->Aloss: 8
info->vfmt->Rshift: 16
info->vfmt->Gshift: 8
info->vfmt->Bshift: 0
info->vfmt->Ashift: 0
info->vfmt->Rmask: 0xff0000
info->vfmt->Gmask: 0xff00
info->vfmt->Bmask: 0xff
info->vfmt->Amask: 0x0
info->vfmt->colorkey: 0x0
info->vfmt->alpha: 255
info->current_w: 3286
info->current_h: 1080
UveGraphics(): Available fullscreen resolutions:
UveGraphics(): Found: 3286x1080
UveGraphics(): Found: 1366x768
UveGraphics(): Found: 1360x768
UveGraphics(): Found: 1024x768
UveGraphics(): Found: 800x600
UveGraphics(): Found: 640x480
UveGraphics(): Sorted adapter modes:
UveGraphics(): 640x480 (4:3)
UveGraphics(): 800x600 (4:3)
UveGraphics(): 1024x768 (4:3)
UveGraphics(): 1360x768 (16:9)
UveGraphics(): 1366x768 (16:9)
UveGraphics(): 3286x1080
calcClosestMatchParameters(): Requested mode 1920x1080 windowed.
calcClosestMatchParameters(): Limiting resolution to 3266x1040, available space (3286,1080).
calcClosestMatchParameters(): Best mode found 1920x1080 (window 1732x1040) windowed.
calcClosestMatchParameters(): Window aspect ratio = 1.665385, fov aspect ratio = 1.666667
calcClosestMatchParameters(): bCloseEnough=1
calcClosestMatchParameters(): Viewport 1732x1040 (0,0)-(1732,1040)
+67 restorePresentation(): Notifying 11 objects.
UveGraphics(): Created SDL_GetVideoInfo():
info->hw_available: 0
info->wm_available: 1
info->blit_hw: 0
info->blit_hw_CC: 0
info->blit_hw_A: 0
info->blit_sw: 0
info->blit_sw_CC: 0
info->blit_sw_A: 0
info->blit_fill: 0
info->video_mem: 0
info->blit_fill: 0
info->vfmt->palette: 0x0
info->vfmt->BitsPerPixel: 32
info->vfmt->BytesPerPixel: 4
info->vfmt->Rloss: 0
info->vfmt->Gloss: 0
info->vfmt->Bloss: 0
info->vfmt->Aloss: 8
info->vfmt->Rshift: 16
info->vfmt->Gshift: 8
info->vfmt->Bshift: 0
info->vfmt->Ashift: 0
info->vfmt->Rmask: 0xff0000
info->vfmt->Gmask: 0xff00
info->vfmt->Bmask: 0xff
info->vfmt->Amask: 0x0
info->vfmt->colorkey: 0x0
info->vfmt->alpha: 255
info->current_w: 1732
info->current_h: 1040
UveGraphics(): OpenGL GL_VENDOR: Intel Open Source Technology Center
UveGraphics(): OpenGL GL_RENDERER: Mesa DRI Intel(R) Ironlake Mobile x86/MMX/SSE2
UveGraphics(): OpenGL GL_VERSION: 2.1 Mesa 10.1.3
UveGraphics(): OpenGL GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_NV_primitive_restart GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_occlusion_query2 GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_gpu_program_parameters GL_EXT_texture_array GL_EXT_texture_integer GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_AMD_performance_monitor GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_AMD_seamless_cubemap_per_texture GL_ARB_ES2_compatibility GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_shader_bit_encoding GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_texture_storage GL_AMD_shader_trinary_minmax GL_ARB_clear_buffer_object GL_ARB_invalidate_subdata GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_texture_mirror_clamp_to_edge
UveGraphics(): Started.
setInputMode(): Setting input mode to 2
setInputMode(): Notifying 10 objects.
UveAudio(): Starting...
+5 UveAudio(): Desired audio spec:
dumpInfo(): freq: 22050
dumpInfo(): format: AUDIO_S16LSB
dumpInfo(): channels 2
dumpInfo(): silence 0
dumpInfo(): samples 2048
dumpInfo(): padding 0
dumpInfo(): size 0
+5 UveAudio(): Obtained audio spec:
dumpInfo(): freq: 22050
dumpInfo(): format: AUDIO_S16LSB
dumpInfo(): channels 2
dumpInfo(): silence 0
dumpInfo(): samples 1024
dumpInfo(): padding 0
dumpInfo(): size 4096
Mixer(): Allocating mix buffer: 2048 samples
UveAudio(): Started.
FontGDI(): Creating GDI font (height=9 pixels, raw=9).
FontGDI(): fontBaselineRaw=7, fontUppercaseLineRaw=0, fontLowercaseLineRaw=2
Console(): Starting console...
UveNetwork(): Starting...
UveNetwork(): Done.
+2 Uve(): Started.
+13 onCurrentProfileChanged(): Changing profile to 'hotsnr'...
+9 Loader(): Loading resources...
createUVE(): Entering game loop.
OnFindLeaderboard(): Got handle for leaderboard 'ROOKIE'
OnFindLeaderboard(): Got handle for leaderboard 'VETERAN'
+1 OnFindLeaderboard(): Got handle for leaderboard 'SUPERSTARHERO'
OnFindLeaderboard(): Got handle for leaderboard 'CAREER'
+37 setInputMode(): Setting input mode to 1
setInputMode(): Notifying 83 objects.
sdlOnEvent(): SDL_ACTIVEEVENT: gain=0, state=SDL_APPMOUSEFOCUS
sdlOnEvent(): SDL_ACTIVEEVENT: gain=1, state=SDL_APPMOUSEFOCUS
+30 soundGroupRes(): Creating sound group 'explosionMetals' (2 sounds).
soundGroupRes(): Creating sound group 'chickenPlucks' (6 sounds).
soundGroupRes(): Creating sound group 'chickenDies' (6 sounds).
soundGroupRes(): Creating sound group 'chickDies' (6 sounds).
soundGroupRes(): Creating sound group 'ricochets' (3 sounds).
soundGroupRes(): Creating sound group 'rocks' (4 sounds).
soundGroupRes(): Creating sound group 'yolkCracks' (3 sounds).
soundGroupRes(): Creating sound group 'impactMetal2s' (4 sounds).
soundGroupRes(): Creating sound group 'impactIrons' (3 sounds).
soundGroupRes(): Creating sound group 'eatSmalls' (3 sounds).
soundGroupRes(): Creating sound group 'eatLarges' (2 sounds).
loadStuff(): Multilanguage mode (0).
+2 initPostLoader(): Global initialization complete at t=0.213 sec.
+1873 saveUserData(): Saving.
+2526 ~Uve(): Initiating shutdown...
~Uve(): Rendered 149 frames, avg=25.2ms.
~Uve(): 1...
~Uve(): 2...
~Uve(): 3...
~Uve(): 4...
~Uve(): 5...
~Uve(): 6...
~Uve(): 7...
~Uve(): 8...
~ValveSteam(): Shutting down...
+3 ~ValveSteam(): Done.
~Uve(): 9...
~ResourceManager(): Destroying 2701 resources.
+2 ~Uve(): 10...
~Uve(): 11...
~Uve(): 12...
~Uve(): 13...
~Uve(): 14...
+167 ~Uve(): Done. Clean exit.
Last edited by hotsnr; Jun 20, 2014 @ 7:00am
🅱InterAction studios  [developer] Jun 21, 2014 @ 6:44am 
Yes, SDL seems to be reporting 3286x1080 which is not a valid video mode (looks like 1920x1080 joined with 1366x768).

What happens if you go to Options -> Graphics -> Advanced and set your resolution to 1366x768 and also turn full screen ON? Does the game appear correctly?
hotsnr Jun 21, 2014 @ 9:51am 
Yes, I have 2 monitors (1920x1080 and 1366x768). And no, it doesn't.
There is a screenshot[dl.dropboxusercontent.com] with your settings (I have set settings and restarted the game), there are some artefacts on terminal window (they are not real) , but that black shadows behind game really exits.
Fullscreen mode is mystery, this is screenshot[dl.dropboxusercontent.com] from wine.
Last edited by hotsnr; Jun 21, 2014 @ 10:28am
hotsnr Jun 21, 2014 @ 6:00pm 
After some time I've solved the problem with quite dirty hack:
1st monitor screenshot[dl.dropboxusercontent.com]
2nd monitor screenshot[dl.dropboxusercontent.com]

First of all, I needed to force SDL choose correct monitor for fullscreen mode.
That's why I needed to modify startup param to "export SDL_VIDEO_FULLSCREEN_HEAD=0 && %command%". (you can switch monitor by using 1 instead of 0). But this is not enough to second monitor and I had to set manualy monitor resolution in Cl4.cfg. (if you switch monitor in this way and do not modify cfg file, you can receive app crash with such error in log:
calcClosestMatchParameters(): Requested mode 1366x768 fullscreen.
error(): Error: Assertion failed.
Statement: bestW!=0 && bestH!=0
Function: calcClosestMatchParameters()
File: UveGraphics.cpp
Line: 586
error(): Forced exit.
)
hotsnr Jun 22, 2014 @ 8:49am 
And also I've founded another bug I think.
On video when I loaded my saving and started move mouse quickly, additional weapon is in quite long distance for 1-2 seconds. This video is not the best example and I'm not sure is this a bug.
🅱InterAction studios  [developer] Jul 7, 2014 @ 11:14am 
Thanks for the awesome info, hotsnr! It will come in handy for other Linux players too!

Regarding your bug video, this is a known "limitation" of how satellites are handled when resuming a game. It doesn't look great, but that's life :)
OneFineJester Jul 31, 2015 @ 12:10pm 
I havea bug issue, when I start gameplay, the title music plays while I'm on the Chicken Battlefield.
OneFineJester Jul 31, 2015 @ 12:13pm 
I'm on Windows 8.1
< >
Showing 1-15 of 16 comments
Per page: 1530 50