Thorin's Quest
Re: Project 17 (Working Title/Prototype)
Project_17 Changelog:
Version Alpha: 201908091024
Performance Update!
indexer now works correctly.
Can slow down a bit, when streaming the environment.
New features:
Directory "PROJECT17" including a test file is created , if not present at startup in the UserDirectory of Windows.
Preparing for account-related scores, etc.
downloadlink can be found in the first post
Version Alpha: 201908091024
Performance Update!
indexer now works correctly.
Can slow down a bit, when streaming the environment.
New features:
Directory "PROJECT17" including a test file is created , if not present at startup in the UserDirectory of Windows.
Preparing for account-related scores, etc.
downloadlink can be found in the first post
Re: Project 17 (Working Title/Prototype)
Update for the planned Openworld: dungeons, shops, other areas, etc.:
the new version supports map respawn. In map 0, find an active (all but the first visible) teleporter/dungeon pass.
The player is teleported in to the endofworld.worldmap.
if you leave the map again through the teleporter/dungeon passage, you are exactly at the place where you left worldmap 0, again in world map 0. Special feature: the map is located in the state in which it was left: boxes opened, spiders, blood etc. only. the Spideregg shells are no longer there, this is a "mistake".
the respawn function , currently only works in the running game, not after a restart
actual version can be dowloaded with link in the first post.
the new version supports map respawn. In map 0, find an active (all but the first visible) teleporter/dungeon pass.
The player is teleported in to the endofworld.worldmap.
if you leave the map again through the teleporter/dungeon passage, you are exactly at the place where you left worldmap 0, again in world map 0. Special feature: the map is located in the state in which it was left: boxes opened, spiders, blood etc. only. the Spideregg shells are no longer there, this is a "mistake".
the respawn function , currently only works in the running game, not after a restart
actual version can be dowloaded with link in the first post.
Re: Project 17 (Working Title/Prototype)
The following innovations and improvements are available:
account management has been improved internally.
the game now detects if a record is present and then starts with the appropriate entry screen.
the player can now choose between restarting the game or continuing to play.
when restarting, the directory created in the account is emptied.
Background music is muted in pause mode.
Known errors:
The game's starting screen is not selected correctly:
at the first start of the game, the choice between continued and restart is also offered. Instead of just the possibility to restart the game.
important:
If you start the current version of the game and have previously tested an older version, please select Game Restart. This cleans up the game account folder.
actual version can be dowloaded with link in the first post.
account management has been improved internally.
the game now detects if a record is present and then starts with the appropriate entry screen.
the player can now choose between restarting the game or continuing to play.
when restarting, the directory created in the account is emptied.
Background music is muted in pause mode.
Known errors:
The game's starting screen is not selected correctly:
at the first start of the game, the choice between continued and restart is also offered. Instead of just the possibility to restart the game.
important:
If you start the current version of the game and have previously tested an older version, please select Game Restart. This cleans up the game account folder.
actual version can be dowloaded with link in the first post.
Re: Project 17 (Working Title/Prototype)
small update:
Maphandling improved.
Combat symbol appears as soon as the player collides with an opponent or the opponent collides with the player.
Combat symbol has cooling phase.
While the fight (battle symbol) is active, the map cannot be left.
The actual fight system does not yet exist. Am here in the discovery phase, which works best here (real time?,round-based?,
own combat map?, interrupt gampeplay and fight (round-based) on map?)
Note regarding version numbers of the download file: The download file is updated in content. The file name remains the same.
Have fun testing.
Maphandling improved.
Combat symbol appears as soon as the player collides with an opponent or the opponent collides with the player.
Combat symbol has cooling phase.
While the fight (battle symbol) is active, the map cannot be left.
The actual fight system does not yet exist. Am here in the discovery phase, which works best here (real time?,round-based?,
own combat map?, interrupt gampeplay and fight (round-based) on map?)
Note regarding version numbers of the download file: The download file is updated in content. The file name remains the same.
Have fun testing.
Re: Project 17 (Working Title/Prototype)
small update to prepare for the combat system:
the collision with an opponent (currently there is only the yellow spider)
switches the game to combat mode (this is still experimental and in development).
The screen zooms in and the ground icon for the fight is displayed at the player's position.
Currently there is only the possibility to escape: key [F] + any direction key, can help you escape.
The combat symbol remains active for a while! While the combat symbol is active, no exit or entry can be used.
Can't pause the game with while compat is aktive [P].
have fun testing
the collision with an opponent (currently there is only the yellow spider)
switches the game to combat mode (this is still experimental and in development).
The screen zooms in and the ground icon for the fight is displayed at the player's position.
Currently there is only the possibility to escape: key [F] + any direction key, can help you escape.
The combat symbol remains active for a while! While the combat symbol is active, no exit or entry can be used.
Can't pause the game with while compat is aktive [P].
have fun testing
Re: Project 17 (Working Title/Prototype)
the following changes have been made:
Performance:
Animation system revised
Memory consumption further reduced
Performance:
Animation system revised
Memory consumption further reduced
Re: Project 17 (Working Title/Prototype)
Hello everyone,
now I have decided on the story, the game content:
The land (name is still to be determined) was invaded by the armies of the "Spider King",
The treasure of the dwarves immeasurably large, guarded by the Dragon of Light, stolen.
The Dragon of Light, unable to free itself from the net, woven from darkness and woven from the souls of the victims, endures his existence in the deep dark, of traps and
Guards guarded caves, the spider kingdom.
Only one dwarf, the king of the Dwarve people, could escape into the vastness of his land.
Now it is up to him to save his people, to procure the treasure again, to deliver the dragon of light,
who watched over that people of dwarves and their treasures to defeat the Spider King.
Customization of individual graphics (player caracter), advanced gamplay, follows in one of the next updates
english version of this text by: https://www.bing.com/translator
now I have decided on the story, the game content:
The land (name is still to be determined) was invaded by the armies of the "Spider King",
The treasure of the dwarves immeasurably large, guarded by the Dragon of Light, stolen.
The Dragon of Light, unable to free itself from the net, woven from darkness and woven from the souls of the victims, endures his existence in the deep dark, of traps and
Guards guarded caves, the spider kingdom.
Only one dwarf, the king of the Dwarve people, could escape into the vastness of his land.
Now it is up to him to save his people, to procure the treasure again, to deliver the dragon of light,
who watched over that people of dwarves and their treasures to defeat the Spider King.
Customization of individual graphics (player caracter), advanced gamplay, follows in one of the next updates
english version of this text by: https://www.bing.com/translator
Re: The Quest of The Dwarfes King
Update:
At the start, the possibility of selection was made:
Window mode or full screen, added.
The size in window mode is predetermined, the window can be moved to any position on the desktop.
May fix problems for some users, who have fullscreen performance issues because no adjustment is made, (no grab/zoom of the screen output)
thank you for feedback, from the affected players.
Thank you and greetings,
Walter
english version of this text by: https://www.bing.com/translator
At the start, the possibility of selection was made:
Window mode or full screen, added.
The size in window mode is predetermined, the window can be moved to any position on the desktop.
May fix problems for some users, who have fullscreen performance issues because no adjustment is made, (no grab/zoom of the screen output)
thank you for feedback, from the affected players.
Thank you and greetings,
Walter
english version of this text by: https://www.bing.com/translator
Last edited by darius676 on Wed Aug 28, 2019 10:46 pm, edited 2 times in total.
Re: The Quest of The Dwarfes King
thank you for Feedbackidle wrote:works well windowed mode
Re: The Quest of The Dwarfes King
The basis for the combat system has been laid:
In confrontation, the fight is zoomed in.
After that, the screen turns into the battle screen.
The player and the opponent face each other.
Currently, the fight is simulated (is still under development).
There is a cooling phase (WAIT) and an attack phase
(ATTACK)
with ESC, the battle screen can be left. This is immediately reactivated as soon as a collision with a
opponent takes place.
Currently, the game screen (map) can be used with [F] and any
direction button to start an escape attempt.
with ESC can be used at any time, with the
leave the game.
Bugfixes:
incorrect memory access to list item.
Translated German-> English with https://www.bing.com/translator?cc=de
In confrontation, the fight is zoomed in.
After that, the screen turns into the battle screen.
The player and the opponent face each other.
Currently, the fight is simulated (is still under development).
There is a cooling phase (WAIT) and an attack phase
(ATTACK)
with ESC, the battle screen can be left. This is immediately reactivated as soon as a collision with a
opponent takes place.
Currently, the game screen (map) can be used with [F] and any
direction button to start an escape attempt.
with ESC can be used at any time, with the
leave the game.
Bugfixes:
incorrect memory access to list item.
Translated German-> English with https://www.bing.com/translator?cc=de
Re: The Quest of The Dwarfes King
Update:
Bugfix:
Now Really: Fixed memory access error (battle screen)
Bugfix:
Now Really: Fixed memory access error (battle screen)
Re: The Quest of The Dwarfes King
important:
Please always after the release of a new version
start a new game, as changes to map structures often come with bug fixes.
New update:
The following bugs have been fixed:
Memory:
When switching to the combat screen, a large
amount of RAM that has not been released.
The battle screen is no longer calculated in real time from the current position, because the streaming function here has loaded the graphics files into memory several times.
An "Arena" screen is used, which can be defined by the new "Arena" function of the Worldcreator.
Known errors:
Reproducible engine crash when an enemy object (Evil Spider Egg) is touched after a battle has ended (ESC) without an Evil Spider on the screen.
The cause is known, a fix is being worked on.
The following new features are available:
When you start the program, you can choose between window mode, full screen mode, and cancel (exit).
Window mode should work on all systems to the satisfaction.
Changes in window mode:
The mouse pointer is displayed to make it easier to change the window position.
The window always stays above all other windows.
Many thanks to all those who have tested so far.
Thank you for your support.
Please always after the release of a new version
start a new game, as changes to map structures often come with bug fixes.
New update:
The following bugs have been fixed:
Memory:
When switching to the combat screen, a large
amount of RAM that has not been released.
The battle screen is no longer calculated in real time from the current position, because the streaming function here has loaded the graphics files into memory several times.
An "Arena" screen is used, which can be defined by the new "Arena" function of the Worldcreator.
Known errors:
Reproducible engine crash when an enemy object (Evil Spider Egg) is touched after a battle has ended (ESC) without an Evil Spider on the screen.
The cause is known, a fix is being worked on.
The following new features are available:
When you start the program, you can choose between window mode, full screen mode, and cancel (exit).
Window mode should work on all systems to the satisfaction.
Changes in window mode:
The mouse pointer is displayed to make it easier to change the window position.
The window always stays above all other windows.
Many thanks to all those who have tested so far.
Thank you for your support.
Re: The Quest of The Dwarfes King
Object Spawn memory error fixed.
Re: The Quest of The Dwarfes King
Small bugfix for high DPI displays.
The window mode is now displayed correctly.
Font size depends on DPI.
The window mode is now displayed correctly.
Font size depends on DPI.