Lanarts Co-op RPG, Update March 4th, 2013

Posted by ludamad on March 4, 2013, 3:05 p.m.

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.html

Download: http://files.64digits.com/ludamad/lanarts-v0r10.zip

Code: http://github.com/ludamad/lanarts

Major 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)

Comments

firestormx 11 years, 10 months ago

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.

Astryl 11 years, 10 months ago

I must try this again.

64Digits Lanarts night?

firestormx 11 years, 10 months ago

Ludamad: Do you know if latency issues get bad if a lot of people play a game from across the world?

ludamad 11 years, 10 months ago

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.

Astryl 11 years, 10 months ago

Ah well. I'll play it with my brother on the local network.

JuurianChi 11 years, 10 months ago

Can you give a 1/10 scale of how much it sucks?

firestormx 11 years, 10 months ago

2/10 would not socialize?

ludamad 11 years, 10 months ago

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.

OBELISK 11 years, 10 months ago

nice sprites

bro

ludamad 11 years, 10 months ago

i stole them carefully

sis