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TIGSource ForumsFeedbackDevLogsDungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]
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Author Topic: Dungeon Dashers - Fast Paced Turn Based Dungeon Crawling [GREENLIT]  (Read 112321 times)
JigxorAndy
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« Reply #660 on: November 23, 2013, 12:32:44 am »

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
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« Reply #661 on: November 24, 2013, 06:13:06 am »

24/11/13
Did nothing today either. Nooooo! /awkward
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JigxorAndy
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« Reply #662 on: November 25, 2013, 06:30:40 am »

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
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« Reply #663 on: November 26, 2013, 05:49:38 am »

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
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« Reply #664 on: December 07, 2013, 10:59:45 am »

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
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« Reply #665 on: December 07, 2013, 05:11:16 pm »

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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Stevepunk
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« Reply #666 on: January 01, 2014, 11:08:19 pm »

Are there any unique rewards for playing on Hard?
 Noir
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JigxorAndy
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« Reply #667 on: January 01, 2014, 11:15:35 pm »

Are there any unique rewards for playing on Hard?
 Noir

Not at the moment! But it will record that you beat the level on Hard.
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JigxorAndy
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« Reply #668 on: January 05, 2014, 05:54:05 am »

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 »

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
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« Reply #670 on: January 05, 2014, 05:30:27 pm »

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
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« Reply #671 on: January 11, 2014, 05:32:31 am »

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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JigxorAndy
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« Reply #672 on: February 01, 2014, 05:58:50 pm »

Looking for an artist to make tilesets:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=18109
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