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Cool! Works for me too in compatibility mode. Tongue


I can't beat that krang-looking bastard at the end of the first level! It's quite fun though! :laughing:
cirux: You're a sanity-saver, I was ripping out my hair trying to figure out wtf was wrong! Although now I'm really wondering why this is happening...

Thanks for trying it out, folks. Big Grin
I can't tel you why, but someone at fb.net had the same problem with my kart demo. There is no reason at all that it should need compatibility mode either. :barf:
Nice, I just played it to the end of the Ice Caverns. (didn't find the ring, map, or hostile diviner, I fail Tongue ) It crashed after the cutscene before the mine shaft level, though.

It was pretty enjoyable for what I did play; it's been awhile since I played a game of this style, brought back some memories. Some of the enemies were a bit surprisingly difficult when I first encountered them (the frost fiend decimated me when I opened the door to find him in my face; beat the level with 7 health), but I suppose it wasn't anything overly impossible. :wink:

The cutscenes were nice, but spotting an odd prefab-looking model here and there made things a bit odd (giant red housecat-demon? XD)... And... Seeing the two brothers' mother (I assume, at least) lying on the ground dressed in a hot pink latex suit didn't really help draw me into the mood of the game. :b The character's 'default' blank expression during cutscenes was a little odd, but nothing too jarring.

Very fun overall, I really enjoyed it. Smile
Well, the outfit wasn't supposed to look like hot pink latex Smile but I'll see if I can do a bit better on that one. Also, I wasn't too thrilled with the cat-demon either so I might ditch that as well.

I think I know what is causing the crash...Lith's engine produces a few warnings during compilation, and they're related to, of course, pointer issues. I'll try to get them resolved and perhaps put out a patch to the alpha.

EDIT: Found a kickass bug. Big Grin

[Image: twolords-colorerror.png]

If you let the demo mode play until it picks up the Arcane Teardrops in the second level, starting a game with it active will make them always on but all sprites will be completely black (you'll also start with the green ring). It'll be fixed in the patched version but for now, it's kinda fun to mess with. Big Grin
It runs fine in comp. mode Big Grin

Awesome game, though that thing throwing the green bolts was hard. I had 105 health when i reached it and 4 when I managed to kill it...

And I was diving behind the wall to dodge the shots and everything Sad
Quote:It runs fine in comp. mode Big Grin

Awesome game, though that thing throwing the green bolts was hard. I had 105 health when i reached it and 4 when I managed to kill it...

And I was diving behind the wall to dodge the shots and everything Sad
Circle strafe is your friend. Wink I can kill them without getting hit at all now. (also, green ring helps a LOT) It's good to see a game like this with some kind of strategy required.
Quote:I can't tel you why, but someone at fb.net had the same problem with my kart demo. There is no reason at all that it should need compatibility mode either. :barf:
I think that might have been me.

Damn Nek, thoose frost fiends are hard.
Quote:Damn Nek, thoose frost fiends are hard.
Yes, they are definately hard to beat, they have high hitpoints and a strong attack which they can use from a great distance.

Level 7...
[Image: twolords-level07.png]

and level 8...
[Image: twolords-level08.png]

both work now. Level 8 needs a ton of visual polish but the structure and enemy network is in place. Level 7 just needs to be populated better.

Anyone actually beaten the alpha yet, or is it too unbalanced?

EDIT: Level 9 working also...

[Image: twolords-level09.png]

No more screenshots for awhile though.
Another update on the progress of the game...

Work on Level 10 has begun, which means only 2 levels after that before Episode II is completed. I think I'll do a second alpha release once the episode is completed.

The Area Map was slightly enhanced. With the original map, your current position shows up as a white dot. I realized that this wasn't very effective, so I modified it a bit. Now, it fades between black and white so it's much easier to see.

The introduction got some tweaks, it looks a lot better now.

I added what I guess you could call the "boss bar". It only pops up when fighting a boss (obviously). Simply put, it's a lifebar for a boss enemy. Here's a screenshot of that:
[Image: twolords-bossbar.png]

The game is a little easier now than it was for the first alpha. Data has been tweaked a lot, of note is that the higher rings don't drain as many charges now. The game is still plenty challenging though.

Save/Load is almost finished, and the Options are almost done as well:
[Image: twolords-options.png]
Brightness and Mouse Sensitivity are the only ones I've yet to do any work on. Some people mentioned that the game is a little too dark, and of course it's always nice to be able to set how sensitive the mouse is. I'll get both working eventually.
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