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TIGSource ForumsDeveloperPlaytestingKing Arthur's Gold - A 2D Multiplayer-only Free Buildy-Fighty Game
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Author Topic: King Arthur's Gold - A 2D Multiplayer-only Free Buildy-Fighty Game  (Read 54873 times)
Geti
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« Reply #100 on: June 08, 2011, 03:55:30 AM »

I didn't change it, I'm not the only guy working on this Wink

I can check if it has been made the default I guess but that doesn't really matter, does it? A server configuration GUI is in the works so hopefully that solves the confusion later on, for now I guess just don't jump from too high.
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Rumrusher
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« Reply #101 on: June 08, 2011, 04:53:39 AM »

I didn't change it, I'm not the only guy working on this Wink

I can check if it has been made the default I guess but that doesn't really matter, does it? A server configuration GUI is in the works so hopefully that solves the confusion later on, for now I guess just don't jump from too high.
weird thing is the game fall damage more like halo fall damage as if you fall a certain distance you die, and not fall and land on something.
it's more wonky when there chances of falling and surviving not set in stone.
one time I jump and landed a good 20 stones tiles from the sky with no problem then when I jump off a hovering bridge that's 10 stones tiles I died mid air.
the fall damage is the Brawl trips, it's so random.

edit: Nondestructable blocks?
« Last Edit: June 09, 2011, 12:20:51 AM by Rumrusher » Logged
Geti
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« Reply #102 on: June 09, 2011, 04:17:52 AM »

New Build! Nondestructable rocks exist now, we're working on getting their creation from the generator less... Well, less shitty.

Code:
Changes build 49-51:

- added Show Minimap option to video options (turning off minimap increases performance)
- pixel particles don’t show up if FPS drops below 20
- fixed minimap colors
- fixed grass tile appearing as dirt
- added knight shield down
- optimized netcode: not sending entities out of sight
- gold tile appears more distinct than stone
- fixed console kick not banning
- fixed rcon player possible to kick
- removed invalid net object not found messages
- fixed respawn queues not deleted on client
- global banning added
  (if player gets banned twice in some period of time he gets global banned for a couple hours)
- added new bedrock block (indestructible)
- trees don’t grow now in holes-
- added error message appears if game runs without Administrator privileges
- tweaked speed hack detection
- added s_system config variable to set sound system (for troubleshooting)
    (KAG/Base/Scripts/autoconfig.gm - global s_system =
        0 - autodetect (default)
        1 - DirectSound 8
        2 - DirectSound
        3 - Win MM
        4 - ALSA (Linux)
        5 - Core Audio (MacOSX)
        6 - No sound)

The respawn seconds counter is disabled in this version, I know about this and will fix it later.
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Rumrusher
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« Reply #103 on: June 09, 2011, 04:37:10 AM »

non-destructable blocks that randomly generate bound to lead to balance issues given that now the 'unfair' random map designs of gold placement adds no room of expanding and mining out on their home base.
That and I guess my issue on falling was from something about the anti speed hack being falsely triggered by lag and the player reaching terminal velocity killing them mid jump.
So which I guess was 45-49 build of the game which cause the rise of these deaths.
It seems like KAG adding more obstacles than abilities with each update(I guess knights having a 360 shield cover is a nice touch but won't help them when their stuck in a pit made of green stone).
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Geti
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« Reply #104 on: June 09, 2011, 05:49:59 AM »

Sure sounds like a lot of complaining, especially considering I've just stated the rock placement is shitty.

We're working on all the issues (especially the indestructible rock placement). Knights in such a predicament can ask for ladders or suicide, same as would be the requirement in reality.
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Dacke
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« Reply #105 on: June 09, 2011, 07:53:57 AM »

Rumrusher, your tone is coming off as a bit harsh. You may want to mind your wording a bit.

Geti, do you know what the .png color is for bedrock in the map file?
It isn't listed on the wiki yet:
http://kagwiki.com/wiki/Map
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Rumrusher
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« Reply #106 on: June 09, 2011, 11:52:21 AM »

Rumrusher, your tone is coming off as a bit harsh. You may want to mind your wording a bit.

Geti, do you know what the .png color is for bedrock in the map file?
It isn't listed on the wiki yet:
http://kagwiki.com/wiki/Map
Harsh? Oh god your right, Sorry geti. If you ignore the bedrock rant, I read somewhere that the air deaths where from the game's anti- speed hack does this game have a acceleration while falling that triggers the Anti- speed hack killing the player?
« Last Edit: June 09, 2011, 02:30:47 PM by Rumrusher » Logged
Geti
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« Reply #107 on: June 09, 2011, 05:12:38 PM »

I'm not sure if it's the anti-speedhack or what, we'll look into it but as I've said, I'm not coding on this one so I'm not savvy to all that's going on under the hood. I'll inform the coder that something might be amiss.

Dacke the value is 30,50,30 (1e321e as hex).
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Dacke
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« Reply #108 on: June 09, 2011, 11:48:43 PM »

Thanks Smiley
I added it to the list on the wiki.
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Geti
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« Reply #109 on: June 10, 2011, 09:30:34 PM »

New release coming soon: http://kagdev.tumblr.com/post/6380855868/working-on-new-release-here-is-a-new-death-fall

We're also looking into a day/night cycle Smiley
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Rumrusher
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« Reply #110 on: June 11, 2011, 02:45:23 AM »

so during the night cycle builders can make torches to light up areas?
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knight
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« Reply #111 on: June 11, 2011, 02:05:42 PM »

Suddenly I'm getting massive lag while playing this game. Strange,it was working for the last couple builds.
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Geti
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« Reply #112 on: June 11, 2011, 04:20:42 PM »

Suddenly I'm getting massive lag while playing this game. Strange,it was working for the last couple builds.
Yeah, it looks like a bug in the new netcode, we're looking into fixes :/

so during the night cycle builders can make torches to light up areas?
Potentially, we're not sure how far we want to take it yet because we don't want to introduce too much lag with dynamic lightmaps and the like. We have a few ideas though, but I can't say anything yet Smiley
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« Reply #113 on: June 11, 2011, 04:23:10 PM »

When/if dynamic lighting is released, I'll have to make the website dynamically lit too to match! (Kidding, of course   ....sorta)
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Geti
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« Reply #114 on: June 15, 2011, 03:44:56 PM »

So yeah for those that haven't seen yet:

http://kagdev.tumblr.com/post/6519817807/build-57-released

Code:
Changes 51-57:

- fixed local player globally banned when bot banned
- my player is highlited in players list
- dead player collision radius is smaller
- build block cursor blink red if not enough material
- bomb now gibs people
- new death fall frame
- fixed ping kick not kicking
- bedrock layer lays on the bottom of each map
- modified bedrock look and amount
- bedrock bomb destroying leaves rocks
- bubble emote shows for 2 seconds after pressing key
- added mandatory vote kick typed reason
- vote caster displayed in vote box
- number of votes displayed
- vote dissapears if passes
- added radius of sight into earth
- fixed network errors and previous release lag
- added dirt block [experimental]
- added new config variable m_generator; specifies the map generator config file (default: “Scripts/generator.cfg”)
- knight destruction is 50% slower
- thick rock has its own destruction animation and takes longer to harvest
- thick rock takes 6 hits
- rock digging takes 5 hits
- ground digging takes 3 hits
- door needs 5 wood and 3 stone
- ladder needs 4 wood (10 in tree block)
- destroyed door gives 1 wood and 1 stone less
- trees are higher (more wood)
- sacks cannot go behind team tent
- cannot carry own team’s sack on to the enemy side of the map
- health is synced over network
- fixed sack team changed on client when picked up
- changed chat font
- increased small font size
- fixed mouse cursor stuck in menu
- if hit someone map isn’t hit

Cool stuff like this happens:


Enjoy.
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Rumrusher
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« Reply #115 on: June 15, 2011, 04:45:58 PM »

man it's hard being a builder getting poorer pick axes and being told the earth evolving in spite of you. King arthur needs to send more research on better picks Hand Shake Left Apoplectic

Joking aside I notice that Soldiers can pretty much dig any where now that bombs break bedrock, which is good for those wanting to clean up the fort site bad for any one thinking using bedrock as a defense against intruders. Though I been in more 'stalemates' where people voted for map reset more often that just winning.
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WelcomeToAwesomeness
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« Reply #116 on: June 15, 2011, 08:00:33 PM »

This game confuzzles me. I am not sure exactly what to do.
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Geti
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« Reply #117 on: June 16, 2011, 03:46:49 PM »

Build a fort then go fight the enemy, try to steal their gold. That's more or less the game in a nutshell.

Oh yeah also:

http://kagdev.tumblr.com/post/6582348835/next-release-will-introduce-capture-the-flag
« Last Edit: June 16, 2011, 03:55:29 PM by Geti » Logged

Geti
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« Reply #118 on: June 17, 2011, 04:58:45 PM »

Downside: We're leaning more towards a 1-flag mode for this release (and possibly all following free releases, we'll see how that goes) to keep the introductory gameplay simple.
Upside: Very likely CTF within a week, possibly today if we work our asses off.
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poe
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« Reply #119 on: June 17, 2011, 05:39:37 PM »

Downside: We're leaning more towards a 1-flag mode for this release (and possibly all following free releases, we'll see how that goes) to keep the introductory gameplay simple.
Upside: Very likely CTF within a week, possibly today if we work our asses off.

One flag each team or only one flag? o.o
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