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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Mushkin and Floating islands
Uh, just so you guys know, the mushkin section of the site is not working with IE. I could only read it with Chrome, otherwise the tabbing would be all spazzed out.
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Sun Nov 21, 2010 1:25 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Mushkin and Floating islands
Huh. So it is. Cheers for the heads up, though I'm wondering why IE was being used at all. Edit:Okay, I (sort of) fixed it for IE. I decided to check if Opera works. Naturally, it doesn't. I don't care for now though, it can wait 'till tomorrow.
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Sun Nov 21, 2010 1:27 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Mushkin and Floating islands
After we've got combat working properly, we'll do a public release of this. Untill then, have a walk!
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Mon Nov 22, 2010 12:48 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Mushkin and Floating islands
D'awwwwwww. That's cute.
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Mon Nov 22, 2010 5:26 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Mushkin and Floating islands
Haven't updated this in a while. I've actually had AI working for couple of days now. Those chaps are actually pretty good at chasing you, despite having very simplistic AI. They still need a tonne of tweaking, but I'm really happy with the effort:result ratio so far. You'll also notice the health, which works, even though I haven't been hit in the screenshot. Combat is in, in a very basic sense, but I'm going to hold back the release until I have some sort of objective for the player in, at which point the combat will presumably be more polished. Currently, the enemies hit you, and you can shoot (but not aim) arrows back at them. They can die, but you can't at the moment. Sounds are also in and working, though there's only placeholders currently. Also, the camera is nice now.
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Tue Nov 23, 2010 11:39 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Mushkin and Floating islands
Can't wait for this, for the adventure aspect, as well as the coop.
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Tue Nov 23, 2010 11:42 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Mushkin and Floating islands
Scanlines anyone?
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Wed Nov 24, 2010 12:13 am |
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YHTFLKC
Joined: Thu Dec 27, 2007 4:08 am Posts: 590 Location: USA
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Re: Mushkin and Floating islands
Please no.
There well be controller support, right?
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Wed Nov 24, 2010 6:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Mushkin and Floating islands
surely you can just bind your controller to make virtual keypad hits?
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Wed Nov 24, 2010 8:15 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Mushkin and Floating islands
Scanlines will be in options, so will gamepads I mean, assigning buttons yourself is nice n all, but ingame support makes more people aware of it.
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Wed Nov 24, 2010 1:11 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Mushkin and Floating islands
When is the release?
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Wed Nov 24, 2010 6:29 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Mushkin and Floating islands
First public release is when everything basic is done. Like combat.
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Wed Nov 24, 2010 6:35 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Mushkin and Floating islands
How is this game going?
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Mon Dec 06, 2010 11:19 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Mushkin and Floating islands
Pete is apparently horribly ill and feeling better, aswell as learning flashpunk. I'd say at 1%.
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Mon Dec 06, 2010 11:20 pm |
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