I promise I haven't been lazy with anything but doing Windows builds. Still working on this game with much enthusiasm ! As always contributors welcome (and still quite badly needed!).Release blog: http://adam-dev-blog.blogspot.com/2013/03/lanarts.htmlDownload: http://files.64digits.com/ludamad/lanarts-v0r10.zipCode: http://github.com/ludamad/lanartsMajor changes: - Enemies now do not regen health a bit after hit. This makes enemy packs a lot less annoying. [Credit for idea goes to serprex] - Floating point strictness flags turned out to help a lot with the remaining syncing issues. - Saving the game is much more streamlined – now you simply need to exit (via shift+escape) and the game will automatically save. Reload the game and hit Continue (or enter), and your game is loaded. I feel comfortable having this the default now since I haven't run into any save-file bugs in a good amount of time. - Victory screen added, you can win the game now ! - Scoreboard added, with stats for your previous characters, whether you won, etc. Navigate it with arrow keys/pageup&down if you have a lot of entries.Minor changes: - Made it easier to distinguish walls and floor in the brick&hive tileset - A lot more code was brought to the lua side, including the menu implementation. The scripting is becoming quite mature, and the game much more engine-like. Documentation to come ! - Unit tests moved fully to use UnitTest++ - Network debug mode was fixed, logging was made more verbose. Diff'ing logs proved to be very effective rooting out syncing issues. - Game pausing and the steps_per_draw setting work again. - Minor balancing to spells - Added key display overlay for spells, and FPS counter in corner - Moved the wide-open and difficult floor 4 layout to floor 7 - More options for hosting games, and the server's options now override client options (whereas before they could be weirdly out of sync)
Hooray, you can finally win!
shift+escape is my 4tminimizer hot key. :(I haven't tried this multiplayer yet. I should find someone to play this with some night when I'm not busy.I must try this again.
64Digits Lanarts night?Ludamad: Do you know if latency issues get bad if a lot of people play a game from across the world?
The latency issues kinda suck, sorry. Unfortunately I still use TCP, and I need to do client-side prediction sometime. I've gotten good play with 3 people online, using ethernet.
Ah well. I'll play it with my brother on the local network.
Can you give a 1/10 scale of how much it sucks?
2/10 would not socialize?
You'd have to try it yourself, depends on the connection. There's an action skip option that should help, in exchange for smoothness.
I will attempt to help the latency soon as I've gotten a bunch of flak about it recently.nice sprites
broi stole them carefully
sis