7drl BloodCrypt now at V1.06

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    AdamStrange
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    OK, Just updated bloodcrypt to V1.06
    This adds a new tutorial 4 complete floors to explore plus loads of new monsters traps, etc.

    Check it out here:
    Itch.io Page


    And here is the Llst of changes:
    Ver 1.06 changes

    bed, bedding, coffin, wood, coffin-open, shelf, bones, cup, plate, magnifying glass, models added
    hovering over a monster brings up a magnifying glass
    main menu alterations
    new logo integrated into menu and map view
    objects now activated. gold, food, etc can be properly dealt with, picked up etc.
    display speeded up with new object managment system
    monster(3d) and ui(2d) graphics seperated
    inhabit mode now shows axe and axe movement when attacking
    initial magnify info panel added
    monsters now have automatic info panel
    things have automatic info panel – key, coins, food
    new menu graphics with new logo
    new tickbox graphics
    infopanel tickbox activated by mouse click or S or DownArrow (when highlighted)
    when info panel is not shown – clicking when the magnifying glass is shown will give help text
    null added to dressing
    lightFX now has second grid added for more things
    nulllight added to lightFX
    initial work on getting hidden tiles to function correctly – sometimes they don’t drop right
    fixed nasty bug which prevented movement from one tile to another
    monsters now spawn more regularly
    monsters can’t spawn on top of other monsters
    initial trigger systems activated for some lighting
    fire and big fire now cause damage if walked over
    minor graphic glitch with direction arrow sorted
    lots of testing 🙂
    layout editor click on map moves to position
    scrolls can now be picked up from off the floor by click next to them
    books are now things – they can be picked up
    fruit, cheese, ham can now be on things
    monsters spawn more randomly – before they would always spawn. now they have a 0% chance of spawning
    monsters will hit back when attacked
    things can be picked up in front of you in inhabit mode
    minor menu graphics tidy up
    normal and inhabit movement now synchronised correctly
    inhabit now has vertical ‘breathing’ added
    internal tile data format changed to support multiple card decks
    editor – now supports multiple card decks
    initial level 3 sewer layout done
    tracker sequence sound reset sorted
    when escape (exit to menu) pressed map will also vanish if visible
    map now renders fluid
    map now shows correct details if been revealed – hidden parts are not shown
    map now renders path
    map now renders sewers correctly
    dust particles launch when knight moves
    gribmax has new graphics
    gribmax now pops and spans dribbles
    trapdoors now have popup info
    modified main shader to darken things as they go up. this gives a better render effect for the lights
    added some extra 3d position checking
    scores now integrated
    scores now saved
    scores now shown in main menu
    gold amount now linked direct to score
    movement bug – where you couldn’t move – initial code rework
    transition from current floor to new floor code complete
    gates now have closed mechanism
    corrected internal floor jump systems
    added floor up/down systems
    you can now travel to different floors
    corrected right bottom icon display issue
    increased graphic fidelity
    minor score table edit to prevent multiple identical scores
    going up/down floors takes you out of inhabit mode
    2×2 steps added to items
    6 colored potions added to dressing
    external map different carddeck support added
    internal carddecks added to editor
    spikes now operational along with hidden triggers
    spikes added to main map – so you encounter them first
    card decks now operational
    initial blood sewer tiles complete
    level not clearing bug (where completed level was still present) fixed
    spike toggle when in inhabit mode corrected
    enemy2 becomes a wurm
    wurms added to the red sewer
    enemy3 is a batusbat
    bats added to red sewer
    book icons added to GUI
    tentacle added to monsters
    fallOff map created for monsters to track movements
    skeletons now track your movements and will always find you
    optimized fallOff map – it only calculates 1 offset per frame. it means creatures further away might not move
    additonal map tiles added so there is the opportunity to have a book at start – if found!
    books now appear in gui. there are 6 kinds with one being random
    each level now has a title and basic help text on what to do
    2d graphics are now crisp
    levels start faded to dark grey when title shows then color and lights are added
    potions now appear in the gui. there are 6 kinds
    pink potion is BIG
    red potion is heal/hurt
    green potion is immune
    when big – you cant go through archways
    fixed mouse over blocked movement bug
    titles now show when you jump to a new floor – basic help on what to do
    implemented splash screen into core windows
    yellow potion is strength
    initial scroll UI set up
    correction to internal bitmapfont controls to correct alpha blending
    5 helpful scrolls added to tutorial
    more movement error checking added
    quest buttons now start un-enabled
    quest buttons now updated And saved/loaded correctly
    available decks now 4 not 3
    new monster wraith
    new level ossuary
    new mx2 logo added
    corrected scores
    added lots of coins
    bone throne added
    skeleton warriors added
    ossuary starts with more bones!
    corrected floor/level when saving/adding scores
    skeleton king ole boney added!
    new modified potion icons that actually show what the potion might do…

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