Bug in tutorial skip it

I forgot since I compressed the menus to take out a few buttons just skip the intro to level one for now I will fix or next build

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Alpha 2 and Level 2 Soon

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User tanks coming soon to an alpha tester near you ;)…. Careful to not get your face blown off πŸ˜‰

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We still need testers =)…..Just PM me on the cursed realms forums

Level 2 will be very different from level 1. It will be a night scene with a night sky box. It will also allow you to choose corpses as a minion. The bad guys get a big power up with the User mini tanks which are slow as heck but hit REALLY hard… =).. It will be aweosme =)… After I get the skipping code working a different way I will begin level 2 while 1.5 is being tested =).. getting better every day =)…

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From yesterday:

Build 1.5 on its way!

Test Flight App Is acting crazy right now its there hope it will work soon.

DONE PATCH 1.5
β€”β€”β€”β€”β€”β€”β€”-
Just an idea.. Maybe there’s a chance to have a β€œbell” like in age of empires so that all the imps go back to the AI or the base so they dont die in the fight!
– There is a attack dealy that tells all offensive units to go to a point a non offensive unit retreat flag is a great idea! thanks!

3) When user imps are attacking my base at the start, and I have just built a medic he will choose to walk through combat to a lair tile and make a home instead of fighting first and then making a home… This is annoying as it allows them to destroy tiles and you have a lack of resources at the start.
–Fixed will check to see if there is a visible target first.
Ryan: I really enhanced the behaviors. Builders researchers trainers etc run away .. offensive jobs and defensive jobs and patrol attack if they are within a certain radiuse.

Ryan:Level Load Speed increase with the removal of some debug code moving towards Alpha 2!

1) When you have the minimum amount of resources requested for an item, and try to place a tile it takes the gold and resources but the tile does not change.
–Fixed was a faulty check for edit mode call

– Factories produce to much usable factory units. aand make about 4x to much

–And when i entered the game again and clicked on continue the whole game started from the beginning..
–Ryan:FIXED

– heal weirdness
Ryan: Now if you get the possible drop heal then it works. It will heal a minion. Now buffs show green if positive effects and red if negative effects as far as combat numbers.

– selling treasury leaves gold?
Ryan: Fixed was adding the item the wrong way.

–I think double tapping should auto highlight a piece of land to dig, instead of trawling through the menus each time, this adds to functonality.
AGREED
Ryan: Great idea and it now works great! Good stuff!

β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”

Still need alpha testers

Build 1.5 on its way!

Test Flight App Is acting crazy right now its there hope it will work soon.

DONE PATCH 1.5
———————-
Just an idea.. Maybe there’s a chance to have a “bell” like in age of empires so that all the imps go back to the AI or the base so they dont die in the fight!
— There is a attack dealy that tells all offensive units to go to a point a non offensive unit retreat flag is a great idea! thanks!

3) When user imps are attacking my base at the start, and I have just built a medic he will choose to walk through combat to a lair tile and make a home instead of fighting first and then making a home… This is annoying as it allows them to destroy tiles and you have a lack of resources at the start.
–Fixed will check to see if there is a visible target first.
Ryan: I really enhanced the behaviors. Builders researchers trainers etc run away .. offensive jobs and defensive jobs and patrol attack if they are within a certain radiuse.

Ryan:Level Load Speed increase with the removal of some debug code moving towards Alpha 2!

1) When you have the minimum amount of resources requested for an item, and try to place a tile it takes the gold and resources but the tile does not change.
–Fixed was a faulty check for edit mode call

— Factories produce to much usable factory units. aand make about 4x to much

–And when i entered the game again and clicked on continue the whole game started from the beginning..
–Ryan:FIXED

— heal weirdness
Ryan: Now if you get the possible drop heal then it works. It will heal a minion. Now buffs show green if positive effects and red if negative effects as far as combat numbers.

— selling treasury leaves gold?
Ryan: Fixed was adding the item the wrong way.

–I think double tapping should auto highlight a piece of land to dig, instead of trawling through the menus each time, this adds to functonality.
AGREED
Ryan: Great idea and it now works great! Good stuff!

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Here is the final I dirtied up a little
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This version looked to clean πŸ˜‰
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New floor tile thanks to imperator
I still want to tweak the normal map some day

Still need more testers they need to just login to cursedRealms.com/forum and then PM me their email I am
SouL_DragooN there…

cursedRealms.com/forum

Need more alpha testers

Update a big fix was this:
Ryan: Fixed will check to see if there is a visible target first.I really enhanced the behaviors. Builders researchers trainers etc run away .. offensive jobs, defensive jobs, and patrol attack if they are within a certain radius. Now they run or fight if enemies are to close. The funny or neat thing is an imp can be created and the attacking AI might follow it away from the corpser then create a medic to chase the attacker =).. pretty fun behaviors now =)

Second installment of The Imperator’s testing and playing Cursed Realms Alpha Gameplay test 1.3… THANKS IMPERATOR.
http://www.youtube.com/watch?v=umJS3SlyacE

PLEASE ALWAYS NOTE THE FRAME RATE IS BEING EFFECTED BY THE FRAME CAPTURE APP RUNNING IN THE BACKGROUND =)

I want to add five more testers if anyone knows some good testers willing to really make a kick ass game please have them register on the forum link to the right and private message me their email and register on test flight app.

Read the last post for news on the last build this is getting good!

Just had a memory of an old game…o how awesome it was at the time!

http://kotaku.com/5878311/they-dont-make-games-like-strike-commander-any-more

New Build is a HUGE improvement. Big changes…

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Ready for a battle after the way is cleared!

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Funny tip level 1
Dig out the top area and then snipe the corpses but do not open the path fully for some easy loot.

Build is out let me know … be sure to check known issues at the top of the alpha forum.

DAMN IS THE GAME PLAYING GOOD NOW WOW! GREAT INPUT!

Building soon!

Update:
Build is almost done.. I am just testing… Then I will release early this evening so Alpha team can have it. If anything arises I can quick patch it also that way.

Imperator rocking again posted a Gameplay Video of the very alpha game! Awesome!
(I think he works harder then me…. ;).. I know his accent is better then my Texas accent =)…)
https://www.youtube.com/watch?v=bR1Hz5Dij0E

Also it seems Imperator has started a thread on editing levels:
(Thank goodness as I have not had time to flesh out the editor or the instructions.)
http://cursedrealms.com/forum/showthread.php?tid=550

New menu Layout!
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Revamped Menus! =).. I like it a lot simpler.

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New build tomorrow

For tomorrows build as it is getting just too late tonight and it needs more testing…game feels a TON better now.. the messages really help.

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Done: Patch 1.2
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Ryan: Skip button is there to skip all cut scenes and tutorials.

Ryan:No more saving and 1000 gold landing in your lap nor factory – start a new game to fix

Ryan: Updated the icon for the home.

Ryan: Added new message when husk is under attack that is the same as the resource warnings.
–Minion lair being bright pink is very hard on the eyes, should be a dark green/green blue.. And the building icon should reflect the changes of course.
Ryan:Done

Ryan: Sounds added for lack of resources
s_Helper_MoreTreasury
s_Helper_MoreFood
s_Helper_MoreHomes

Ryan: Added a flash on the map if a minion is tired hungry or cannot find a home.

Ryan: Intelligence effects how fast a corpser produces a unit.

— Minions n medics wont sleep or eat, they just stay standin hungry n tired
Ryan:Added a message that your minon does not have a home build more homes. I also reworked the way that tired and hungry works so they will always keep going until they get rage and rebel.

— save the fog color values correctly.
Ryan:This was a selecting issue. Selecting through the scene graph works fin it was the “s” command that was loosing connect with the item.

–Too much screen shake when husk is attacked.. Makes it hard to act.
Ryan: Cut in half

–If you do not have enough gold and you click to buy more than once,the message flashes up and will keep repeating for an undetermined time, a small x in the corner and this only being spoken once would be nice.
Ryan:Fixed now warns like other low resource warnings and only once every now and then.

–Growing shrinking (pulsing effect) red circle wherever combat is on the minimap, this allows you to quickly click on the area, without having to scroll.
Ryan: Done a sparkle spidey senes effect happens on the map and big map if open.

—After the first attack the minions didn’t do anything.. I wanted them to dig gold but they didn’t do it.. And I actually didn’t know what to do either..
Ryan: They did not have homes. So they rebelled. A message is now sent to you.
Ryan: They had rebeled. New warnings now are issued.

—Way to many buttons and I had no clue what to do.. Should be more intuitive. I got really frustrated. The icons didn’t really help cuz I didn’t know what they all meant.
Ryan: Did you watch the tutorial. How can I explain it better? I go through every menu in the already way to long tutorial.

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Question: The gui seems to scare people off.. I am thinking of lowering the number of spells and actions to all fit in a smaller number of menus.

One button is options with all the options.

Menus would consist of 3 buttons not 5 and I will have descriptions when you press them pop up. What do you all think?

Options.
load, save, options, sell, research (which I might remove from the game as people think its to complicated)

Spells/Traps
All unlocked traps and spells This allows for 40 traps and spells in total. That is plenty.

Areas
All unlocked areas.

( I will have to cull off an enourmous number of items but that is ok I think I have 3x what we need to make it a fun game. That would also accelerate its release =))

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Fun with the editor πŸ˜‰

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I have some great tweaks to warning you about the so and also not letting them just stop working because they have no home. They will still go raging on you if you neglect them.

More later working hard again tonight πŸ˜‰

Alpha team new build in an hour or so.

Update: Testers be sure to have a home for EACH minion including imps. Or your unit will stop working then eventually rebel. I am adding a verbal warning and warning message for that in the next build…

Update: I added how to create a skyBox with the editor.
http://ryanmitchellgames.wikispaces.com/Sky+Boxes

Update: I updated how to editing lighting and fog values here.
http://ryanmitchellgames.wikispaces.com/Editing+Lighting+Fog

Just to fix the iPad save feature. There are different menus for the ipad vs the iphone. I missed exporting one a while back or overwrote it I think with the new map menu whoops! =P