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, 1 month 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.

Mega 11 years, 1 month ago

I must try this again.

64Digits Lanarts night?

firestormx 11 years, 1 month 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, 1 month 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.

Mega 11 years, 1 month ago

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

JuurianChi 11 years, 1 month ago

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

firestormx 11 years, 1 month ago

2/10 would not socialize?

ludamad 11 years, 1 month 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, 1 month ago

nice sprites

bro

ludamad 11 years, 1 month ago

i stole them carefully

sis