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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 54852 times)
Bones
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« Reply #180 on: November 01, 2011, 08:58:26 PM »

I just pre-ordered it.
Started to play... And sadly I've been disconnected from every server I play on because my ping is too high.

And now I'm banned from every server currently playing.
This kind of frustrates me a lot, feel like I've wasted my money if my computer can't handle this and I'm getting banned from servers because of it.

Ah well, guess I should have just tried free version to see if my computer could play it before buying a copy.

I mean the game is great, but I can't enjoy it if I'm not allowed to play it. Sad
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« Reply #181 on: November 02, 2011, 05:01:59 AM »

If you're getting lag due to your computer try updating your drivers (including CPU drivers) - KAG doesn't like old AMD processors especially.

If it's your network I'm afraid I can't help, whereabouts are you? We've got dedicated servers in Aus, Europe and a VPS in the US (though that might be dedicated too).. What sort of pings are you getting?
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Bones
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« Reply #182 on: November 02, 2011, 11:38:25 AM »

My PC isn't too old.
It's just full of junk and running slow like a sloth.

My internet connection has been dropping lately.
My ping is in the range of 200-400 and I'm in Canada.
Perhaps my wireless router has a bunch of traffic on it or something.

Going to re-install windows and format my HD soon so hopefully that will help things.
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« Reply #183 on: November 02, 2011, 02:21:03 PM »

Yeah hopefully - you shouldn't be getting ping kicked for 200 ping anyway (I often have 433 on euro servers) so it's likely caused by your net dropping for a second or so, leading to a 1k ping and a kick if that happens too many times - we've got a "maximum warnings" system to allow for some spiking, but it must be happening often enough for you to be getting kicked out because of it.
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Geti
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« Reply #184 on: November 03, 2011, 02:30:19 AM »

Huh, that's bizarre as I'm assuming the internet in Canada would have a lower ping to the US than Aus, be of better quality due to Australia's archaic internet tech and whatnot, and I can connect to US servers from here.. We'll have to ask the community if anyone else from canada is having connection woes.
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Geti
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« Reply #185 on: November 04, 2011, 04:02:05 PM »

New build #200


Gender swapping is available to everyone using the Misc [BACKSPACE] menu.

Head customisation is now available to all paid players in-game in all servers. Enjoy wearing flashy hats, helmets and haircuts in-game! For those that have been hoping for a more custom (Do-it-yourself) form of customisation - patience! We’re contemplating adding that but will need to figure out a way of making it ergonomic for you guys…

Knight combat has been changed fairly significantly:

    Two colliding hits will now bounce off each other!
    Getting hurt interrupts charging (this applies to archers too)
    Jab no longer stuns but does push away (this applies to builder hits too)
    If two knights jab or slash at each other they clash!

Other key changes include bridges being two way platforms and not blocking arrows (allowing for quite complicated team-only structures and elaborate traps, not to mention disguised pathways and more intuitive elevators than doorladders as well as being pretty crap for skybridging now as you can be shot with ease).

Just press S crouch on a bridge to fall off it.

The camera is now fixed on the player. You can scroll by moving your mouse to the edge of the screen. This change is mainly for new players (especially ones that never played Soldat). You can easily return to the old camera system in main menu -> Player.

An arrow indicating bomb throw direction, many UI improvements (catapult menu especially), a bunch of things to assist in making guards lives easier including the name of anyone causing a collapse in the console, and the usual pile of tweaks likely to garner a thousand complaints Wink (although we tested these for nearly a week to make sure they are good)

Changelog B190a to B200:

    - added female characters (player customization) ([BACKSPACE] in-game)
    - added head customizations ([BACKSPACE] in-game)

    - Misc menu (backspace) doesn’t require to hold key
    - bridges are now two-way platforms (drop from them with down key S)
    - arrows go through bridges
    - removed Advanced Movement tutorial
    - fixed arched not falling from top tree
    - all objects now fall through bottom of map (flag respawns after falling there)
    - increased pick radius of pie menus
    - pie menu items are also selected with left mouse click
    - fixed collapsed blocks not disappearing at the bottom of the map
    - fixed not being able to build castle background over spikes
    - fixed spiked castled background not giving support
    - catapult fire progress is always displayed when in fire mode
    - fixed catapult not changing team on fire
    - fixed shield ladder not working on ladders
    - removed “test” name above head
    - tweaked bomb throwing
    - added throw direction arrow on HUD
    - fixed bomb wall bounces
    - fixes in fast moving player/map collision
    - optimized map collision code
    - misc menu (BACKSPACE) doesn’t require holding the key
    - fixed bridge open/close glitch
    - rcon commands are logged in console ([RCON FROM PLAYER_NAME])
    - admin/guard : [F3] key freezes [F2] key unfreezes player
    - added “COLLAPSE by PLAYER_NAME” in console log
    - can’t switch to team with units depleted
    - removed tutorial box and emoticons from tutorial display
    - fixed joining game errors
    - added fixed camera on/off option in main menu (Player tab)
    - lowered bomb jump velocity
    - bridges can be built on dirt background
    - removed material dropping when overloaded
    - hovering mouse on player and pressing chat adds his name to chat (works for chat menu too)
    - tweaked jumping
    - help UI improvements
    - 30% of fallen coins is lost (not dropped) on death
    - near spawn respawn multiplier multiplies half the time for outpost
    - HUD doesn’t fade out if typing in chat
    - break time is now set based on a multiplier (lowest team size)
    - unit counter is now set based on a multiplier (lowest team size)
    - added 1 archer discharge frame
    - fixed \loadmap <name> command - loads the map from the folder Maps/<name>.png
    - added sword blocks when hot other sword
    - bomb sparks turn red when approaching explosion time
    Combat:
    - you lose charge on being hit
    - fixed slash on team player
    - fixed knight hitting after being hit
    - fixes in knight double slashes
    - can’t hit or shield for 0.5s after being hit

Zombie survival is next on the TODO ( :D )
« Last Edit: November 07, 2011, 05:33:23 AM by Geti » Logged

Bones
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« Reply #186 on: November 05, 2011, 10:41:23 AM »

Wooo!
I finally got to play yesterday.

Though I'm angry there is no skull, a zombie face works fine too.
Also I enjoy wearing the top hat, if only I could combine the two.

I found a weird bug.
If something is dropped on a team bridge and the team bridge falls, the item starts looping back up to the top of the bridge and keeps falling to the ground repeatedly.

Also- two soldiers can walk on each others shields across the map.
Like they walk in the air across the sky.

Also my friend and I have created trigger ready boobytraps. Easy to set up.
« Last Edit: November 05, 2011, 11:40:43 PM by Bones » Logged

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« Reply #187 on: November 06, 2011, 04:53:22 AM »

edit: The ammount of improvements since the last time I played is ridiculous. MM is the man.
« Last Edit: November 06, 2011, 05:39:19 AM by Kapser » Logged
Geti
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« Reply #188 on: November 07, 2011, 05:09:24 AM »

@Bones: there is a skull, it's the white one near the zombie head. We're considering splitting faces and hats, so it might be a possibility.

The ladder based drops are good, though you can just as easily bust some background stone to 1 hit from breaking and save extra setup hassle Wink

@Kapser: I'm glad you like MM, but I'm working pretty much full time on this too Concerned

also holy crap I'll go fix that strikethrough now, sorry about that..
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« Reply #189 on: November 07, 2011, 06:40:46 AM »

Good job to the whole team then Tongue

I don't know if you're the pixel artist, but the sprites are amazing
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Geti
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« Reply #190 on: November 07, 2011, 05:14:47 PM »

Wink Cheers. Yeah I do the art an a fair bit of the game design.
...Bones is that the building tutorial? You might be waiting for a while for someone to crush Tongue

I hope we start seeing some more private servers soon. I've kind of lost faith in the idea of public servers for the "vanilla" KAG play, though for things like rapid deathmatch it works well.
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Superb Joe
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« Reply #191 on: November 07, 2011, 05:18:10 PM »

i didn't click or play or watch anything but please consider renaming it king arthur's diverse portfolio to encourage responsible investing
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Bones
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« Reply #192 on: November 07, 2011, 09:13:14 PM »

...Bones is that the building tutorial? You might be waiting for a while for someone to crush Tongue
It is the building tutorial, but since figuring out how to make them, they have become rather handy in a pinch in an actual game.
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Geti
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« Reply #193 on: November 08, 2011, 12:38:59 AM »

i didn't click or play or watch anything but please consider renaming it king arthur's diverse portfolio to encourage responsible investing
Hahaha, that could make a fantastic april fools gag. I'll surely consider it, cheers for the laugh Smiley

@Bones: hell yeah block drops are useful, just amused me how diligent and watchful your zombiebuilder was with his traps in such a peaceful area.


Masterserver's down at the moment, apologies to anyone trying to play.
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J. R. Hill
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« Reply #194 on: November 12, 2011, 04:19:35 AM »

Man, I love this game.

I already bought two copies.

I hope you don't change the archer mechanics again cause I just got good at it again lol.
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« Reply #195 on: November 14, 2011, 08:32:57 PM »

Hahah, we almost certainly won't. We're settling down on the changes now, still have some tweaking to do with knight clashing etc but we're pretty happy with where it is at the moment.

Doing a bunch of boring interface work at the moment, allmyhate. It'll help the game a lot but it's not nearly as fun as zombies, powder kegs and giant boulders :/
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Geti
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« Reply #196 on: March 02, 2012, 05:25:25 PM »

Really giant update has been released with more to come. Finally starting to deliver for people with the full version.



Read more here: http://kagdev.tumblr.com/post/18611784562/zombie-fortress-single-player-released

I'm exhausted and need some sleep before GDC so I won't ramble here. Have fun Smiley
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Geti
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« Reply #197 on: May 16, 2012, 07:22:48 PM »

Been a bloody hectic few months.

Most significant change:

Zombie fortress multiplayer!

But moreso, some hundred odd fixes. Servers crash about 90% less often (or more) which means fewer headaches for server owners and players.

Doing a feature cycle soon, can't wait. Words cannot describe how sick of sifting for bug locations I am, haha.
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Geti
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« Reply #198 on: May 18, 2012, 05:38:40 PM »

Working on the title screen:



Still needs some work before it fits with the menu.
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Geti
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« Reply #199 on: May 04, 2013, 12:09:51 AM »

Wow, this thread should probably have been maintained better Smiley

We've got the game into a "silent beta" state now, it's publicly available but only via our forums. Feels amazing to have 8 months of crunch coming to a head; probably only a few months until we're set to release on steam Corny Laugh

For those interested, check out the beta forum: https://forum.kag2d.com/categories/king-arthurs-gold-beta.76/ (You'll need a KAG account to log in and view it)

You can see some raw gameplay here:

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