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lunarts's picture

Hello space aadventurers, this is the report from november up to the current month(just ignore depending on the forum repeated content from previous reports):

Some may ask themselves why I hadn't shown the game demo on december or january as promised, well, at december I hadn't much time(christmas), now for january, around day 20 I already had the playable demo, but only for blenderplayer; so, I'm waiting to do the right thing, which was talking to BPPlayer creator(besides power shortages and others here) and requested some criptographic changes to its system, some of the improvements were already finished, but others still remain, which may take from 1 to 2 weeks. Important note, the demo I have should work only on linux, windows versions will follow, as for the mac OS version, the knowledge which the mac BGE has many more bugs than the others makes me think on dropping mac support, although I would like to have it. Burster is out of cogitation.

Due to my desire of already present a demo, I applied my efforts on improving what the game already had instead of new content, I know I said I would already work on the game first quest, but nothing matches a good ol demo. I tested and retested the rest though, and now I really will start working on the first Quest(currently on teh space map, which comes right before it). The initial setup, logo, title, main menu, character creation, intro and space map scenes are already stable; except at the character creation, were I found a nasty bug on blenderplayer itself and alrady reported it to someone who can make use of that to fix the issue, I already included a temporary workaround for that at that scene.

I decided to create my own version of the gui module with my improvements, using the original bgui module as base, which I called lgui(lunarts gui) to avoid confusions with the original bgui; I created a word processor for subtitle .srt and txt files for my game, changed the game site, added special thanks, created a window constructor which use only 8 small .pngs; now testing the game with the external blenderplayer instead of the built-in one, started to use a software for 2D animations; showed the work in progress intro video; changed the game minimum resolution to 1280x720(it works stretched with 1024x768 too), fited my game to the new BGE async libload; stop using .ogv(too many issues) for videos and am using .webm instead; and now I am using the most current blender and blenderplayer version from svn(the version which works that is) from blender foundation(bleeding edge updates) and much more.

The game now have a manual, which is too in progress, which can be obtained at: http://www.lunarts-studio.com.br/manual.pdf.

Regarding the campaign end at December, indiegogo taxes plus brazilian government taxes(D=) ate a considerable sum of the campaign amount; so, I recommend to you to choose a minimum value which is still a great amount discounting taxes, choose "funded or give the money back" instead of "Receive all funding" if you start a funding campaign.

That is it for now, thanks and until next time!

gunwald's picture

I think, that is a very good idea! And I saw an other drupal based site, that had that functionality. Posting an something new the site offered you wikipedia links, that could match, and the user could add id to the new entity by one single click...

sysedit's picture

Last time I checked this did not support saving the game.

sysedit's picture

This works great now.

sixsixfive's picture
Emulator: Wine

It does not emulate Hardware but you could say it emulates direct3d for opengl.

sysedit's picture
Emulator: Wine

Wine
Is
Not a
Emulator

sysedit's picture
Game: Half-Life

The .deb on the steam website will refuse to install on a 64 Bit system and they do not offer alternative downloads on their webpage.

Cheibriados's picture
Game: Gemini Rue

Looks like the official Linux support is on the way: "Any LINUX USERS want to test the Linux version of Gemini Rue? Email me! http://www.wadjeteyegames.com/email.html"

Source: https://twitter.com/WadjetEyeGames

toney's picture

VCMI 0.91 brings significant improvements to modding. Finally, after years of development and endless trials, adding new towns to the game is possible. Moreover, it's all quite easy and convenient! It includes already existing support for new creatures, but now also hero classes, heroes themselves and external dwellings. Just check Cove package that adds new factions known from Horn of The Abyss mod.

However, creation of new town may still be somewhat time consuming. For those modders who would like to enjoy new content immediatelly, there is another feature - new artifacts. Adding a large amount of available aryifacts to the game is quick and enjoyable. See Witchking Artifacts Pack for example of endless possibilities it gives. People interested in modding may find our Wiki articles helpful.

Other new features include improved adventure AI, first revealed version of Random Map Generator (though not really playable yet) and loading screen. All these things make VCMI closer to complete Shadow of Death game.

luojie-dune's picture
Forum topic: Valve games

Don't know whom is interested to create entries for those, I'm not.

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claymr's picture

claymr is a
Annex: Conquer the World gamer.
  • 20:01:24 new update for Build a World released
  • 18:16:57 [url]
  • 19:43:27 another cube/block game...