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TIGSource ForumsCommunityDevLogsDungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]
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Author Topic: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]  (Read 147642 times)
JigxorAndy
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« Reply #460 on: January 13, 2013, 03:11:42 AM »

Nice to see you're back at it every day again! :D

Smiley
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JigxorAndy
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« Reply #461 on: January 13, 2013, 06:35:30 AM »

Day 379
* Wrote some documentation for level editor

Philip also fixed up some of the tiles in the forest tileset which had problems. Hopefully everything should be there now to build some functional levels.

I'm writing the documentation in Markdown using http://dillinger.io/ which is pretty neat. I'll export it as an HTML file and post it up on the web for people to read when it's done. If anyone knows any other good Markdown to HTML converters which make pretty looking static websites I'd be interested to hear suggestions.
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Lobotomist
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« Reply #462 on: January 13, 2013, 11:44:25 PM »

Hey Jigxor, are you planning releasing next build with editor and new level ?

Cause, if it will make it quicker. Why not release just editor build ?

Also

Are you planning to add ability for us to import our own monster "tiles" and if yes, will there be possibility to define their stats/abilities ?
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JigxorAndy
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« Reply #463 on: January 13, 2013, 11:47:12 PM »

Hey Jigxor, are you planning releasing next build with editor and new level ?

Cause, if it will make it quicker. Why not release just editor build ?

Also

Are you planning to add ability for us to import our own monster "tiles" and if yes, will there be possibility to define their stats/abilities ?

I'm planning to release the new level editor in the next update which will allow players to create and share their own levels and campaigns. The game itself hasn't had much changes, besides a few bug fixes, so I'm a little bit scared people won't think it's much of a big update. That's why I'd also like to include at least one new level using the forest tileset.

I'm going to release the level editor and new build once I've written up this documentation so that people know how to use it, and once I've finished the forest level (now that Philip has fixed up some tiles it should be possible to make levels properly now).

The editor has support for custom tilesets, but not custom enemies at this stage. It's a possibility, but I haven't put much thought into it at the moment. I'll have a think about what's required to do that.
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« Reply #464 on: January 14, 2013, 01:22:08 AM »

Are game saves from old versions compatible with new new updates?
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JigxorAndy
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« Reply #465 on: January 14, 2013, 01:24:28 AM »

Are game saves from old versions compatible with new new updates?

Thanks for reminding me. They might have actually broken compatibility in this version with the introduction of the campaign system. I changed a few things on how progression works. I think I'll also be moving the save file location to somewhere that doesn't change (e.g. Users\documents - or wherever the standard is).

The save file format is human-readable plaintext for now, so if people want to edit it so that they don't have to replay, it should be a simple change of a number or two.
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Lobotomist
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« Reply #466 on: January 14, 2013, 04:42:48 AM »

Quote
I'm planning to release the new level editor in the next update which will allow players to create and share their own levels and campaigns. The game itself hasn't had much changes, besides a few bug fixes, so I'm a little bit scared people won't think it's much of a big update. That's why I'd also like to include at least one new level using the forest tileset.

Excellent.

And I am sure you will be seeing player made levels soon enough  Smiley
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JigxorAndy
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« Reply #467 on: January 14, 2013, 09:04:26 AM »

Quote
I'm planning to release the new level editor in the next update which will allow players to create and share their own levels and campaigns. The game itself hasn't had much changes, besides a few bug fixes, so I'm a little bit scared people won't think it's much of a big update. That's why I'd also like to include at least one new level using the forest tileset.

Excellent.

And I am sure you will be seeing player made levels soon enough  Smiley

I hope so too! One of the main reasons I decided to take time to work on this level editor now was so that people could build there own levels and wouldn't have to wait for me to construct them all right now. If there are lots of community made maps for people to have fun with then I can concentrate my efforts on adding more core game features like skills, bug fixes, etc. Smiley (that's the rationale anyway!)
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JigxorAndy
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« Reply #468 on: January 14, 2013, 09:06:25 AM »

Day 380
* Wrote more documentation for level editor

Not much exciting stuff today! Just more writing.
« Last Edit: January 14, 2013, 09:11:54 AM by JigxorAndy » Logged

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JigxorAndy
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« Reply #469 on: January 15, 2013, 05:45:58 AM »

Day 381
> finished documentation

Couple of bug fixes to do on the editor then it should be good.

Chris is working on some new portraits. He's actually overhauling the current player ones. We'll reveal them all at once.
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JigxorAndy
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« Reply #470 on: January 16, 2013, 05:31:09 AM »

Day 382
* Bug fixes on level editor
* Added reset toolbars option

Here's my current todo:
* implement overhang as tileset
* finish tileset tool to save new tiles
* post documentation in html
* change save file location
* build forest level
* release build
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JigxorAndy
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« Reply #471 on: January 17, 2013, 08:14:14 AM »

Day 383
I didn't do any work on the game today, but I'm posting since I'm trying to rebuild my daily habit of daily devlogs.

What I did do today was organise some funding regarding traveling to GDC at the end of March. I'm planning to attend (and hopefully exhibit) with the assistance of Film Victoria (a government organistion).
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JigxorAndy
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« Reply #472 on: January 18, 2013, 06:15:10 AM »

Day 384
* Finished tileset tool to build custom tilesets
* Implemented overhang tiles to be loaded externally, now players can create custom overhang tilesets as well
* Implemented large rocks and trees from the Forest as objects to the editor
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JigxorAndy
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« Reply #473 on: January 20, 2013, 05:55:14 AM »

Day 386
* Imported yet more forest tiles!
* Changed save file location to %Appdata%

I'm sick Sad
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happymonster
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« Reply #474 on: January 20, 2013, 07:12:04 AM »

Get well soon! Smiley
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emacs
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« Reply #475 on: January 20, 2013, 10:01:40 AM »

The game is looking really nice, hope you get better!
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Vaxx
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« Reply #476 on: January 20, 2013, 12:15:25 PM »

Do you have any plans to release the game/alpha also on Desura?
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JigxorAndy
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« Reply #477 on: January 20, 2013, 05:12:56 PM »

Get well soon! Smiley

The game is looking really nice, hope you get better!

Thanks guys! Smiley I'm feeling a bit better today. I've just had persistent colds since the start of the year. Pretty annoying!

Do you have any plans to release the game/alpha also on Desura?
I'm unsure about exactly where the game will be distributed when it's finished. I'm trying to keep it simple right now by only releasing it on its own website. Closer to the release of the final game (and at the release of version 1.0) I will look into distributing it through a few different services.
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JigxorAndy
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« Reply #478 on: January 22, 2013, 07:40:20 AM »

Day 388
* Fixed level editor bugs
* Added more documentation
* Added speed up option to scripted sequences and enemy turn

The speedup option works well for scripted sequences, and okay for enemy turns. Though there's still a small bug somewhere that I need to fix. Currently it's done by holding SHIFT. I'm not sure about the best button for it, but my finger seemed to be resting on it, so it's easy to reach.
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JigxorAndy
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« Reply #479 on: January 23, 2013, 09:09:45 AM »

Build 275 Released!


The main feature of this build is the level editor. If you haven't received an email regarding the new build you can download the new version from the link specified in your original purchase email.

Information on how to use the editor can be found at: http://www.dungeondashers.com/dungeonbuilder/

Here's a few new things:
* Bugfixes and polish tweaks (as always!)
* Level Editor
* Hold SHIFT to fast forward through scripted sequences and enemy turns
* Save file location moved to the Appdata folder. Previous progress will be lost, but future versions should be compatible.


Day 389
* Did stuff! (really sleepy)
« Last Edit: January 28, 2013, 07:23:05 PM by JigxorAndy » Logged

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