JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #660 on: November 23, 2013, 12:32:44 AM » |
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23/11/13 It's only 7:32PM but I didn't do anything today. I might be able to do something later tonight, but I'm heading out at the moment.
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #661 on: November 24, 2013, 06:13:06 AM » |
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24/11/13 Did nothing today either. Nooooo! /awkward
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #662 on: November 25, 2013, 06:30:40 AM » |
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25/11/13* Bugfix: A message is no longer displayed when you have no AP when you end your turn with a skill that causes you to run out of AP Henrik is now also helping create some more levels. He's a great level designer and will be developing a lot of new content for the game, starting with a bunch of new Castle levels. The game still needs more content so Henrik's skills will help move the game along at a faster rate.
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #663 on: November 26, 2013, 05:49:38 AM » |
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26/11/13 * fixed a bug where you could walk through blue torches and other obstacles if they were too far away from the camera * reworked level design of "Threshold" level.
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locknic
Level 1
Dominic Mortlock
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« Reply #664 on: December 07, 2013, 10:59:45 AM » |
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Hey, sorry if this has been answered before, but I can't seem to find it. I bought the game ages ago (may? june?), and still have the BMT micro receipt. How do I get my steam key?
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #665 on: December 07, 2013, 05:11:16 PM » |
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Hey, sorry if this has been answered before, but I can't seem to find it. I bought the game ages ago (may? june?), and still have the BMT micro receipt. How do I get my steam key?
Hey I just replied to your email and sorted out your key!
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Lily
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« Reply #666 on: January 01, 2014, 11:08:19 PM » |
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Are there any unique rewards for playing on Hard?
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #667 on: January 01, 2014, 11:15:35 PM » |
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Are there any unique rewards for playing on Hard? Not at the moment! But it will record that you beat the level on Hard.
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #668 on: January 05, 2014, 05:54:05 AM » |
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Dump of devblogs that I've neglected to post here.
9/12/13 * fixed bug where top of blue flame was blocking * wrote some storyline
11/12/13 * wrote storyline
12/12/13 * added star level on each level to level select * now saves your star rating when you beat a level. * fixed bug where Dragon's critical hit direction wasn't right for his first turn. * wrote storyline * worked on Castle Rock map
13/12/13 * added Puppet enemy artwork * created and added puppet attack sound effect
15/12/13 * Storyline writing * fixed stars not showing up on level select all the time * designed new music engine.
16/12/13 * fixed bug where Encounter sound was sometimes interrupted
19/12/13 * worked on music engine. good now I think. * fixed some bug that I forgot already. * fixed bug where you couldn't beat levels with only two people (introduced in earlier dev build)
22/12/13 * changed tiles on Castle Rock. * Imported Castle Rock to campaign * added short dialogue to start of Before You Go * added dialogue to Threshold
23/12/13 * added text pacing to the chat with the @ symbol. Adding @ adds a delay to letters but isn't drawn itself. * added text to the spider levels * added blue symbol cutscene image to cutscene 2 * added text pacing to second level dialogue * added pacing to Block Party * fixed a bug where shadows wouldn't appear on some of the older levels (like Block Party) * added banter and more dialogue to Before You Go
2/1/14 * worked on Henrik's level. * implemented level into campaign * imported puppet portrait * added puppet death gibs * started implementing another 4doors level
3/1/14 * finished tweaking 4 Rooms level * imported 4 rooms level
4/1/14 * Worked on Castle Shadows
5/1/14 * Added shadows to the Castle levels * fixed a bug where cooldowns would persist between levels * made your turn end if you die on it out of combat * fixed dragon level to have ending area once you kill him * added the ability to disable magic locked doors via triggers (trigger #2) * added "islava" property to maps which changes the background colour of the map to lava orange. * found a bug where the difficulty wasn't actually working!!! Added a third difficulty option.
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Oskuro
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« Reply #669 on: January 05, 2014, 09:17:44 AM » |
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I don't know if anyone has posted this yet but.... Seems like Jim Sterling has Yes, that Jim Sterling!
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #670 on: January 05, 2014, 05:30:27 PM » |
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I don't know if anyone has posted this yet but.... Seems like Jim Sterling has Yes, that Jim Sterling! Thanks for the link! I hadn't seen that video. That's pretty cool.
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JigxorAndy
Level 6
Working on Dungeon Dashers
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« Reply #671 on: January 11, 2014, 05:32:31 AM » |
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10/1/14 * Made level select arrows "pop" when you move left and right * Added the difficulty that you beat each level to level select * Implemented 3 difficulty modes for next build. Normal, Hard, Harder. Final game will have more unlockable.
11/1/14 * Added Bonoboblicus's portrait and some of his dialogue ?!?!?! * Added text-wrapping system (finally lol) * Started working on paginating dialogue boxes for multiple boxes of text from the same speaker. * Tweaked "Freedom" level to add another section at the end.
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