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Anyone remember this game?
#81
[Image: twolords-fixedlevel1door.png]
Of utmost importance, broken doors aren't broken anymore. Big Grin
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#82
Sweet. I still wish you would have used this though. Tongue I guess if I would have finished it... n/m. :???:
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#83
...then I might have been able to use it. Big Grin

Level 10 under construction:
[Image: twolords-level10.png]

From the Area Map alone, you can tell that it's nowhere near finished.
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#84
Sweet progress Nek. Looking forward for the second alpha.
[Image: rg_link.png]
I'm a dog and I feel dirty baby
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#85
Update:
Level 10 is now fully working, level 11 is passable, and level 12 is playable but not completed (always interesting going into out-of-bounds areas in raycasters and seeing the display skew all to hell, hehe). For fun, I also implemented level 17, although it won't be in the pre-beta. No new screenies this time though, although I can say that several previous bugs were found and corrected in the past couple of days while testing the game, and some previously missing features that were present in the original were added, such as Brutus' ability to open doors. At the moment, only 5 levels in the entire game haven't had any work done to them. Since I have all day long tomorrow to work on this, plenty will get done and I might even get that pre-beta out before the end of the month but no promises.

Update2:
Level 12 is now finishable, meaning that the first two episodes of Two Lords are now fully playable! A lot still has to be filled in and a few features added that are currently missing, but for now, the game is fully playable up to the end of Episode II. Level 13 can be entered but it doesn't really work yet.
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#86
U rok, man! Keep'em coming.
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#87
Since I'm up with insomnia tonight, I figured I'd work on this a bit and get a few more things ironed out on it. Wish I had time to work on my RPGDX compo entry but it's just never to be. Sad Anyways, I had previously added an important feature: the special items interface. It's not pretty-looking but it gets the job done regardless. I haven't added the special items to the gameplay yet but the sprites have been already added to the sprite data file. Tonight though, I added one of the most important features there are...saving and loading. However, I took the Japanese approach...save points. You can save the game only after completing a level, meaning there's not gonna be any save whores; you gotta win and progress on your own skill. Big Grin You can load a game at any time though.

Once I finish the special items interface, I can show new screenies. With save/load completed, I can finish fleshing out the remainder of the second episode and do that promised second alpha release. Lemme tell ya though...having save/load seriously helps, it prevents the "sluggish" feel of having to start a new game every time you start the game up. Of course, the loader is very sparsely tested at the moment and likely has bugs but it'll all get worked out over time.
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#88
Another sleepless night brings another update. The special items interface is now mostly functional, so here's a screenshot:

[Image: tl-newinterface.png]
The icons from left to right:
Potion (health + 10)
Medic (health + 25)
Power Boost (atk/dfc UP)
Sunburst (piercing fireball attack)
Incinerator (incinerates local area)

There are still 4 slots left to fill with items, but I haven't thought of any good ones yet. Any ideas?
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#89
well, you could have like:

Warp to checkpoint(constant)
Heal (requires MP)
Make hidden objects flash/glow(requires MP)
Read/examine scroll(?)
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