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TIGSource ForumsCommunityDevLogs♜ SilverQuest: Gaiden ♜ Now on Steam ▧
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Author Topic: ♜ SilverQuest: Gaiden ♜ Now on Steam ▧  (Read 63277 times)
CDLegasse
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« Reply #160 on: October 19, 2012, 07:16:25 PM »

Hey guys, heres a sneak at some more stuff you'll find in alpha update 1!





yup, alchemy and item stacking in the inventory Smiley
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Conker534
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« Reply #161 on: October 19, 2012, 08:46:05 PM »

I can turn it off so there isn't an angle right?
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CDLegasse
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« Reply #162 on: October 19, 2012, 08:55:51 PM »

Yes sir, it's toggleable in the ini file, and in the game configuration app i plan on making for pc users.
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Ouren
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« Reply #163 on: October 22, 2012, 09:43:29 PM »

Alpha 7 is out today!

Here's an update

http://news.wolfgame.com/post/34114009503/miniflake-alpha-7

 Coffee
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CDLegasse
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« Reply #164 on: November 29, 2012, 04:02:07 PM »

Hey all, sorry for the lack of updates recently, been a rather stressful time in my personal life.

Regardless, Alpha 8 is out!

Alpha Update 8




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CDLegasse
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« Reply #165 on: December 02, 2012, 07:03:25 PM »

Hey guys, decorative fixtures in the dungeons will be coming soon! Tongue
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Ouren
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« Reply #166 on: December 07, 2012, 12:09:44 PM »

Alpha 9 is out~!  Screamy
http://news.wolfgame.com/post/37418584516/hey-all-work-has-been-moving-steadily-along-take
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Swaggermuffin
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« Reply #167 on: December 09, 2012, 08:46:58 AM »


I've been meaning to give this a whirl for a little while now. I'll download it later today.
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CDLegasse
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« Reply #168 on: December 16, 2012, 01:26:32 AM »

Hey guys, just wanna give you all a heads up as we are slowly approaching our second major milestone: Alpha 10. I'm not going to be giving any specific details away just yet. But I can promise you as the project lead, this is going to be one for the books! Posts may be few and far between, but res assured that's only because we are hard at working making the biggest and most awesome update to the game since it's inception!!
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« Reply #169 on: March 10, 2013, 01:30:06 AM »

Hopefully Empire Eden hasn't killed MiniFlake Wink
« Last Edit: March 12, 2013, 10:12:33 PM by jonarkanix » Logged
CDLegasse
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« Reply #170 on: March 10, 2013, 01:54:34 AM »

Lol far from it, miniFlake is still in development friend. I've just ran into some hard times and had to take up a second job to keep myself from being completely homeless Tongue
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Ouren
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« Reply #171 on: May 02, 2013, 01:38:24 PM »



Alpha 10 is out!

Hello everyone!

We're here to celebrate the release of Alpha X! It's been a long road, and we know you've been waiting for an update for quite some time. Unfortunately, the project was shelved for a while, while we found a replacement for the original programmer. By now you're probably aware that he was unable to fulfill his role on the project, and stepped down so that the game could be developed further. We'd like to thank Mr. Legasse and we hope he is able to return to the world of game development soon.

I'd also like to take this time to introduce my new partner in miniFlake development, Chris Warriner. Chris is a programmer by trade, and for him this will be a passion project. We hope you'll welcome him onboard. He's having to pick up where Mr. Legasse left off, and as some of you may know, receiving a new codebase and parsing it is no easy task!

Without further adieu, here is the list of changes for Alpha X.
Most notably, you can now use your mouse to navigate the interface. This code will be a major step into seeing the game onto mobile and touch devices in the future.

•Added mouse/touch controls for the interface. This will allow for cleaner interaction on PC.
•Added Decorative items added to the game including
•Added Randomized overworld terrain system
•Added torches around the stairways
•Fixed bug where interacting with an NPC wouldnt stop them from wandering
•Fixed debugged Tome, drastically increasing usability
•Fixed debugged fishing, drastically increasing smoothness of gameplay
•Fixed debugged terrain autotiling and added more terrain transition types into chipset layout
•Removed Access to the town for now, we'll be overhauling the town system soon.

Thank you for your patience and patronage. If you have any questions, please ask myself or Chris. We'd be happy to help you.


Wolfgang Wozniak & Chris Warriner



P.S.
If it's possible to give me control over the thread, that'd be wonderful, meaning the OP. I'd prefer to not have to make a new thread at all.  Shrug
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Ouren
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« Reply #172 on: May 03, 2013, 02:26:41 PM »

Since Alpha 10 has been out, we're reworking the combat system and maths!   Gomez  Hand Knife Right
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emacs
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« Reply #173 on: May 04, 2013, 03:34:37 PM »

Glad to see this is getting updated again, good luck with the new programmer! Grin
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Ouren
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« Reply #174 on: May 04, 2013, 05:58:08 PM »

Glad to see this is getting updated again, good luck with the new programmer! Grin

Thank you!
Again, I apologize for the lack of updates.
We're very excited to be presenting the next few updates. The next thing we'll be doing is redoing the Ability Score system, to replace the old one. Some of the current Ability Scores don't do anything.

Here is the list of new Ability Scores
The player is given 16 points to allocate.
These are unchangeable once the character is created. Base Scores:
10 - Strength
10 - Agility
10 - Constitution
10 - Dexterity
10 - Mind
10 - Intelligence
10 - Wisdom
10 - Charisma

We're also cutting the number of base starting templates that are much clearer in terms of function. Unique and Prestige Jobs will be added and unlock-able at a later date. This will be one of the other things we're doing to improve usability, and remove the clutter and confusion that currently occur when you start the dang game up. Tongue

Jobs
•Warrior
+3 - Strength
-1 - Agility
+5 - Constitution
+1 - Dexterity
-2 - Mind
-2 - Intelligence
-1 - Wisdom
-1 - Charisma

•Wizard
-2 - Strength
-1 - Agility
-1 - Constitution
-2 - Dexterity
+2 - Mind
+5 - Intelligence
+2 - Wisdom
-1 - Charisma

•Thief
-1 - Strength
+2 - Agility
-1 - Constitution
+5 - Dexterity
-2 - Mind
-1 - Intelligence
-2 - Wisdom
+2 - Charisma


And here's some inside baseball for you stats people. These algorithms will more than likely change during testing. A d20 roll seems a bit high at the moment, and I'll likely move to a d4 or a d6 for Accuracy and Strike. The current base magic system will need some augmenting in the near future, I can already tell. Anyway, here it is.

—Physical combat math:
Accuracy
(dex × rand 1-20) + Accuracy Bonus = Attack Accuracy
Damage
(str × 2) + Dmg Bonus + Weapon Dmg [die roll minmax] = Damage
Defence
(agi × rand 1-20) + Evasion Bonus = Defence
Damage Reduction
(con × 2) + Def Bonus + Armor total = Sum ÷ 25= Total % of Damage Reduction

In order to land a hit, your Attack Accuracy roll must
beat the enemy’s Defence roll.

—Magic Combat math
Strike

(wis × rand 1-20) + Strike Bonus = Magic Accuracy
Harm
(int × 2) + Harm Bonus + Spell Damage [die roll minmax] = Magic Damage
Magic Resistance
(mind × 2) + Resistance Bonus = Sum ÷ 15= total % of Damage Reduction
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siskavard
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« Reply #175 on: May 04, 2013, 08:22:35 PM »

I'm so glad I found this thread!!
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Ouren
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« Reply #176 on: May 06, 2013, 03:39:38 PM »

I'm so glad I found this thread!!






We have hundreds of new sprites for almost every type of weapon on monster from myth, legend, and all my D&D books ever. The tools and spawn settings are expanding. The largest part of the game is the external database of mobs, weapons, and items we have to manage. It's super fun though! :D
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InfiniteStateMachine
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« Reply #177 on: May 06, 2013, 06:42:24 PM »

subbed

love the art style.
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Ouren
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« Reply #178 on: May 08, 2013, 05:25:43 PM »

We talked about external data loading today.
I raised Chris' spirit up, and then dashed it across the jagged rocks below.



 Cool
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Ouren
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« Reply #179 on: May 10, 2013, 09:54:55 PM »



Alpha 11 is incoming. While you wait, here's something fun.
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