Monday, 19 August 2013

ToW v2.4 and DD v0.1.3 dual update: the biggest update yet! (Again!)

Found a bug? Please comment in the bugs and glitches section. Have an idea for a new weapon, a new feature or something else? Please comment in the requests section  For bugs, requests, or maps, you could also send me an email.

Hello everybody!

It has been a long time since my last post (nearly four months), but I have not forgotten about my games yet. For the past three weeks, I have spent most of my time working on both ToW and DD. And now, I have completed a massive update for both ToW and DD. This list of fixed bugs and added features will be rather long, so I won't let you read too much. Here it is:

ToW v2.4:

  • Fixed a bug with selecting players
  • Decreased the strength of the wind
  • Fixed a freeze-inducing bug
  • Changed prices of missile (1)                       
  • Fixed the AIs not being at a random position when you specified them to do so         
  • Fixed a problem with the AIs sometimes being unable to hit another player
  • A lot of general AI improvements
  • Added more improvements to the AI as your level increases
  • Fixed the AIs sometimes shooting backwards and being unable to hit their target until it has been destroyed
  • Fixed the AIs sometimes increasing or decreasing their power past the normal limits
  • Fixed a bug that caused missiles to fall through the ground if their movement was approximately straight down
  • Fixed the missing sound of the tank firing when an AI fired a missile
  • You can now see which weapons an AI has and which one it just fired
  • Fixed a bug that caused you to shoot yourself when your power was rather low 
  • Fixed the strength of gravity on scatterers, bouncers, fraggers and airstrikes
  • Fixed the explosion of a hooverer falling down
  • Fixed being unable to go to the previous page of weapons
  • Changed the destruction of ground around the beam of a satellite strike
  • Fixed seeing the next player's weapons while it's still your turn
  • Fixed the icon of the pyramid air strike and the fragger
  • Fixed the random bouncer exploding the first contact with the ground
  • Changed the controls of the stoppers (all missiles which have an effect you can control will now activate their effect if you press Ctrl)
  • Fixed the screen not scrolling far enough at the research screen of all players except player 1
  • Changed the destruction of ground around an explosion (looks more natural now and solves the problem of explosions next to a cliff/wall only damaging the cliff/wall)
  • Removed the shockwave of the nukes (see last bullet point why)
  • Redid shooting system                
  • Redid damage system                 
  • Fixed stoppers stopping instantly
  • Fixed the partial invisibility of the button used to research more armour
  • Added a nametag to the research screen
  • Added randomized terrain (2)
  • Fixed the transition between two research screens
  • Fixed the area quick fire waving in just one direction
  • Redid missile collision system
  • Fixed the scattering pattern of scatterers
  • Fixed the speed of fragments created by fraggers and scatterers
  • Redid the weapon selection system                 
  • Fixed the start button not 'releasing' after pressed while the amount of players is not large enough to start a game
  • Added a reset players button (resets the current configuration of players while choosing players to play the game)
  • Fixed the flash of nukes behaving strangely
  • Made the AI button larger
  • Fixed the AI targeting themselves when all other players have been defeated
  • Fixed the bug which allowed one to drive through AIs
  • Fixed the fragments of spreaders falling down too straight
  • Fixed a transparent pixel in the button used to research the tiny fuel tank
  • Fixed the missiles bouncing incorrectly off of the boundaries of the field
  • Fixed the missiles colliding incorrectly with objects (now we are done with this bug forever)
  • Allow the AIs to use grenades
  • Fixed looking like you are floating when you are driving
  • Fixed the massive lag when you try to change your angle and move at the same time
  • Fixed the sounds of driving and changing your angle
  • Redid the movement system, angle system and power system
  • Fixed the lag of all rooms (the game should now lag a lot less)
  • Fixed the extreme lag when you set the graphics quality to 'high'
  • Fixed getting stuck on other tanks
  • Fixed a bug which caused all bullets to occasionally crash the game if they hit the bedrock
  • Fixed a bug which allowed you to loop the hooverers, letting them hoover for as long as you want
  • Fixed the icon of the spreaders relying on researching the bouncers
  • Changed the prices of researching the nukes (because the prices to buy the missiles themselves have been increased to such an extent that the nukes are now a lot less overkill)
  • Fixed the prices of researching the lighter and heavier missiles
  • Fixed the AIs shooting with maximum power if their target is close to them
  • Fixed the AIs thinking they're hitting their target while they are not
  • Changed the money system (3)

DD v0.1.3

  • Improved the way the ghost moves
  • Added a new door mechanic (4)
  • Changed the way you get killed
  • Added a speed boost when you see the ghost
  • Fixed the sound of footsteps behaving strangely on occasions
  • Added options
  • Added a sound for picking up documents
  • Changed the hunting mechanics of the ghost (5)
  • Changed the effect you get when you see the ghost
  • Added a sound effect when you see the ghost
  • Fixed the doors being 'sticky'
  • Changed the loudness of the music
  • Fixed documents lying in walls         
  • Fixed documents lying next to each other
  • Shortened the intro a bit
Now, for some explanations:
1: I changed the prices of the weapons. Ever since the first version, all weapons (except for the normal missiles, of which the prices haven't been changed) were too cheap. E.g.: the previous best weapon in the game, the large AM capsule, cost only 300 dollars, while for every tank you hit with it, you earned 90,000 dollars. Seeing how it is practically impossible to accidentally miss with this weapon, this was obviously ridiculous. All prices have been changed to fit the power and range of a weapon.

2: I also added a new feature that will make playing maps a lot less boring and repetitive: randomized terrain. There is an option to turn RTG on and off. I also added a new map which is twice as large as the normal maps. You can access it in three ways: randomly get it if you have the 'Map' option set to random, choose it ('Randomly Generated Terrain') if you have the 'Map' option set to choose or always go to it if you have the 'Map' option set to RGT. To accommodate to the larger size of this map, the maximal power is increased to 150 in this map.

3: The money system has been redone. Each explosion (and beam) now yields five times the amount of damage it deals. This gets rid of the problem I described earlier. In the past, explosions yielded the square of their damage, which was a 'little' too much. Also, if a player gets hit by his/her own missiles, the money each of the other players gain is no longer the amount of money the explosion would normally have given divided by two, but the amount of money the explosion would normally have given divided by two divided by the number of players.

4: Doors can now randomly get blocked. They can stay that way for a while, but they also randomly get unblocked.

5: The ghost now actually hunts you. In previous versions, it would only teleport around you and remain stationary. Simply turning around solved the problem. Now, it not only teleports around you, but it also hunts you down. Rather slowly if you haven't spotted it yet, but if you have, it will speed up and chase you more actively, for a while. Touching it will instantly kill you. But this has not been changed: the more documents you have, the more actively will it try to kill you.


As you can see, this is quite a big update. I hope it will make my games all the more enjoyable. I would very much like to know your opinions on the new features and big changes I have made to both ToW and DD.

Well, I won't make this post much longer. I hope you will enjoy my games and I will see you next time!




Update: ToW v2.41:

  • All players except for player 1 and player 4 couldn't move their barrels left anymore. Now they can do that again.
  • Fixed the sound of the barrel not playing on certain occasions.
  • Fixed the 'Random fixed' positions not working properly on the RGT map.
DD v0.1.31:
  • Fixed the buttons for the options not being positioned correctly on most resolutions.
  • Changed the movement controls from the arrow keys to the WASD keys.

Sunday, 21 April 2013

ToW v2.3: IT'S ALIVE!

Found a bug? Comment in the bugs and glitches section. Have an idea for a new weapon, a new feature or something else? Comment in the requests section  For bugs, requests, or maps, you could send me an email.

Hello readers!

Today I bring you the newest version of ToW: ToW v2.3!

Before I start, I want to say that I know it's been a while since my last update (almost one and a half month). As I explained before, it is just the way things are: DD rarely has updates, since it is only updated to improve graphics or fix bugs, and I only have a few ideas left for ToW. This might have changed with this update, though, because...

This update adds CPU's! This was probably the only big thing that had to be added that was left. One of the issues that reduced the playability of ToW was that you had to play with another person on the same compter, meaning it was impssoble to play on your own (while having fun). By adding these CPU's, the thirst for a 'single player mode' has been quenched! Here is some information about them:

  • All players can be played by the computer by clicking the 'AI' button when selecting players, except for player one (for obvious reasons).
  • They automatically get better (use better weapons, aim better, etc.) as your level increases!
  • Their 'difficulty level' fits that of the player with the highest level on the field.
  • I'm sure there's more, but I probably forgot some things. I'll add these later if I remember them.
The CPU's are, however, not quite perfect. E.g. I want to add more variety to the weapons they use, especially for higher difficulties.

Other than that, the update fixes some minor bugs, as well as a big one which caused player 3 to take and deal double damage.

That's it for this week! As always, let me hear what you think, of the new CPU's in particular.

I'll see you all next time!

Friday, 8 March 2013

ToW v2.2: Fixing, fixing and fixing!

Found a bug? Comment in the bugs and glitches section. Have an idea for a new weapon, a new feature or something else? Comment in the requests section  For bugs, requests, or maps, you could send me an email.

Hi people!

I'm very glad to update ToW once again. It has been a while since I have updated ToW (one day less than 3 months, actually). Here's the list of the things I did:

  • Fixed some bugs.
  • Improved the way one starts a game: you can now choose to play with people who already have a profile and people without a profile!
  • Added a new feature: the level, which I will explain below.
  • Added an option to change the graphics from high to low and vice versa.
  • Changed some things on the battle scene, making things go smoother and reducing possible issues with the bullets (I also caused some bugs, but those will be fixed in v2.3).
That's probably it (I should note what I have done every time I work on the games in the future, so I won't forget to mention things when I post the update). It's not a lot, but their really isn't a lot to do left.

About the level: it is derived from the amount of money you have earned from this moment (I might change the way it works in the future, so it also takes money you already spent on weapons before this update into account). Changing the graphics only changes whether the shading of the ground is turned on or off. I added this because the game lagged since I added that feature.

That was it for now, please tell me if you notice a difference I didn't mention yet so I can update this post. I will see you next time!

Saturday, 2 March 2013

Third DD update: fixing and tweaking

Found a bug? Comment in the bugs and glitches section. Have an idea for a new weapon, a new feature or something else? Comment in the requests section  For bugs, requests, or maps, you could send me an email.

Hi people!

Today's DD update is going to be very typical for DD updates: all it does is fix some bugs and tweak some stuff! Changes:

  • Fixed the major bug that caused me to remove the download link. Basically it caused the screen to mess up when your screen resolution wasn't equal to my screen resolution (1366 by 768).
  • Fixed the bug which causes the 'thing' to look in the wrong direction.
  • Tweaked the look of the corners to be round. Which looks better, in my opinion.
  • Tweaked the look of the big pillar in one of the rooms to look a lot better.
That's it! It is not a lot, but once I removed the download link, I thought I might as well make a full update. However, since I also wanted the link to be back as fast as I could, the update is small. Then again, all updates are likely to make only minor changes, so this one isn't that small after all.

That's it for now, but I will update ToW very soon  (1 to 5 days) as well, so stay around!

See you then!

Wednesday, 9 January 2013

Second DD release: shrinking down

Found a bug? Comment in the bugs and glitches section. Have an idea for a new weapon, a new feature or something else? Comment in the requests section  For bugs, requests, or maps, you could send me an email.

Hi people!
Today I'm bringing you DD v0.1.1! This update only does two things: fix a bug of the game messing up on resolutions other than 1366 by 768 pixels and shrink the game in size. The size of the .zip in the download link now is only 25 MB, rather than the 64 MB of DD v0.1. Futher the update changes nothing. I haven't been able to work on a new update for ToW, because I went away for a while, but now I'm back and will start on the next update soon.
This post was short, but I guess there isn't much else to say to you.
Until the next time!

Update (22/2/2013): I have temporarily removed the download link for DD. Apparently, the bug I thought I had fixed (the one that caused me to remove the link from the blog the last time) isn't. The link will be back when I have fixed the bug.