ITS_Mike
|
|
« Reply #120 on: August 14, 2013, 07:28:36 AM » |
|
Woah, Fleury! I had no idea you created a devlog for your game It's good to see that it is still in development! I knew your username sounded familiar; you're the guy that made Loradon Online. And thanks! I hope you get time to finish Volund at some point; that game looked really fun. Thanks! I am looking forward to working on it Not sure when that will be though I'll have to give your game a try again. I remember playing it a long time ago, although I am pretty sure it went by a different name at the time.
|
|
|
Logged
|
|
|
|
|
Vindora
Level 0
Abe.
|
|
« Reply #122 on: August 16, 2013, 10:07:41 AM » |
|
Ooh, the new monster looks exciting.
|
|
|
Logged
|
|
|
|
|
|
Fleury
|
|
« Reply #125 on: November 08, 2013, 06:04:56 AM » |
|
November 5, 2013 - Build 250 Released - The game is now free-to-play; the main islands (and all of their content) are not restricted to upgraded accounts. As the boat "fast-travel" system is now an upgraded account feature, free-account players will have to use the underground tunnels to travel between continents.
- Added an "offline training" system for players with upgraded accounts; your character will train its skills while you're offline. See the Calculations page of the Wiki for more details.
- Added a food vendor NPC, and rebalanced the cost and consumption % of all food items.
- Many obtainable items have been removed (scarf, watermelon, grape).
- Many unobtainable items have been removed (fire boots, magical sword, scrolls, red/blue/green keys); players with these items will notice they've been converted to their nearest equivalent (magical sword -> demonic sword) if one is available.
- Removed talkable quest NPCs; these proved to be quite confusing for most players. A new quest system will be coming soon!
|
|
|
Logged
|
|
|
|
ITS_Mike
|
|
« Reply #126 on: November 08, 2013, 12:00:12 PM » |
|
I'm a little bit late to the party on this one, but I really like that monster sprite!
|
|
|
Logged
|
|
|
|
Fleury
|
|
« Reply #127 on: February 27, 2014, 05:10:20 PM » |
|
New logo in the works! That should make a nice replacement for the existing logo on the website.
|
|
|
Logged
|
|
|
|
Fleury
|
|
« Reply #128 on: February 28, 2014, 08:21:01 AM » |
|
December 12, 2013 - Build 251 Released - There is a new launcher for the Mac and Linux versions of Pixel Champions. Players using either Mac or Linux are recommended to redownload the game to get the latest launcher.
- Removed the ducks from Ice Islands, and added Wraith spawns next to Warlocks.
- The server no longer lists the number of Soulstones sold since last server restart.
- GoldenHelmet is now a Warlock drop rather than a Dragon drop.
- Penguins melee raised from 5->11, and they no longer throw snowballs.
- Wraith now drops Snake Wand instead of Dragon (reduced value from 5610 to 2310).
- Ducks no longer drop Wooden Arrows.
- The Food and Potions pages of the website's wiki now has informative 'header text'.
- Added an Emoticons page to the website's wiki.
- Warlocks now shoot Deathbolt and EnergySpark rather than Fireblast and EnergyBall.
- Bandits now drop arrows and bolts, rather than just arrows.
- Energy effect now uses the new Thunderbolt sprite.
- Wizards now shoot energy ball instead of a beam, and they now spawn on novice.
- Replaced the Crawler sprite with the new Slime sprite, and renamed "Crawler" to "Slime".
- The performance of the pathfinding algorithm has been improved.
- Fixed the OptionButton getting stuck if you click-and-drag and then click another one.
- Experience sharing should now work at 1-25 levels difference (instead of 1-24 levels).
- The experience page table now lists all the levels between 1-225.
- The wiki now has a tooltip for the defense values of None, Partial, and Full.
- The calculations page calculator now notes that None=0, Partial=55, and Full=175 for armor.
|
|
|
Logged
|
|
|
|
Moghard
Level 0
|
|
« Reply #129 on: March 01, 2014, 04:41:52 AM » |
|
Hey, I played this game for some hours, and i really liked it. The only thing that i disliked was that when i enter an area, almost all of the monsters there come and attack me at once, even if they weren't visible on the screen.
Sorry for possible poor english mistakes.
|
|
|
Logged
|
|
|
|
ANtY
|
|
« Reply #130 on: March 01, 2014, 06:46:19 AM » |
|
so, is this game Tibia or what?
|
|
|
Logged
|
|
|
|
|
Fleury
|
|
« Reply #132 on: April 24, 2014, 03:55:07 PM » |
|
Some new boss-forms of existing monsters in the works. The Iron Sentinel! And the Giant Scarab Queen!
|
|
|
Logged
|
|
|
|
Fleury
|
|
« Reply #133 on: September 12, 2014, 11:23:30 AM » |
|
Finally found a nice solution to scaling the viewing camera without burdening the game-client with "mixed resolution". On supported hardware, it'll render the view three-times: once to compose the scene, the second to pixel-double the scene, and then the third to arbitrarily scale the pixel-doubled scene. Old-Stretching New-Stretching A side-by-side comparison (new on left, old on right). I'm surprised that I didn't need to utilize FBOs to accomplish this; I hadn't realized glCopyTexSubImage2D would preserve the alpha bits if the framebuffer's pixelformat had them. On hardware that doesn't support alpha bits on the framebuffer, the stretching algorithm will fallback to my old (blurry) method.
|
|
« Last Edit: September 12, 2014, 11:37:17 AM by Fleury »
|
Logged
|
|
|
|
EdFarage
Level 2
I can upload avatars
|
|
« Reply #134 on: September 12, 2014, 11:55:06 AM » |
|
Played it for a while, even though it reminds me a lot of the good old Tibia i used to play, theres a lot of things you're doing wrong. I think in general, the map needs to be bigger, you need more assets and study a little bit of perspective. Other than that, you need to revise those codes and come up with something better than that "action" thing. I feel like you cut a lot of the freedom i had in Tibia. Good luck with your project though Tibia is crap Also, it has uncommon view of the angle and graphics. You need to differ You didn't play Tibia, did you?
|
|
|
Logged
|
|
|
|
Quarry
|
|
« Reply #135 on: September 12, 2014, 12:54:47 PM » |
|
Why aren't you simply rendering once and then scaling that buffer though, this seems unnecessary
|
|
|
Logged
|
|
|
|
Fleury
|
|
« Reply #136 on: September 12, 2014, 01:46:37 PM » |
|
Why aren't you simply rendering once and then scaling that buffer though, this seems unnecessary The scene has to get pixel-doubled at some point, otherwise it just looks all blurry. The less GL_LINEAR I use, the less blurry. By doing the 2x scale with GL_NEAREST, and only the final scaling with GL_LINEAR, I'm able to reduce the blur. For example, the attached image below shows two smiley faces. They both started at 16x16 size, and were scaled to 35x35. The one on the left, I pixel doubled (using the GIMP equivalent of GL_NEAREST) from 16x16 -> 32x32, and then afterwards scaled it from 32x32 -> 35x35 using linear interpolation (aka, GL_LINEAR). The one on the right, I simply just scaled it from 16x16 -> 35x35 using linear interpolation (aka, GL_LINEAR). The left smiley face ends up with less blur than the right smiley face.
|
|
|
Logged
|
|
|
|
Fleury
|
|
« Reply #137 on: September 13, 2014, 10:11:04 AM » |
|
Some players have been requesting, for a very long time, a way to see their in-game latency. So here's what I'm working on right now. Functional Prototype: Polishing:
|
|
|
Logged
|
|
|
|
Fleury
|
|
« Reply #138 on: February 16, 2015, 05:47:34 PM » |
|
Wow, it's been over 150 days since I posted here. During which time there's been over 20 updates to Pixel Champions. I knew there was something I've been forgetting to do...
|
|
|
Logged
|
|
|
|
flyingmangoes
|
|
« Reply #139 on: February 17, 2015, 12:47:24 PM » |
|
Is the mac download not working, because I really would like to play! The game looks great!
|
|
|
Logged
|
|
|
|
|