Added the 2 new tracks for title and gameover, while reestructuring the whole music management code.
Also started tying the weapons to the selected ships, got into refactoring as well and ended up in a mess… gotta finish adjusting the ship selection part next time.
Also should note that the current public version is broken: Both because of an expired SSL certificate that won’t let it run inside the facebook canvas, as well as some changes in facebook in app purchases policies..
Funds raised from the campaign would go toward paying them artist (for pixel art, illustration, music and sfx, I’m working with three guys who do an excellent job at this), as well as covering publishing and advertising costs. Finally, I’d like being able to take some time off web projects to develop the additional features
So if you like Ananias, please consider contributing to the campaign, and share it with your friends!
Worked a bit on Ananias the last two days, played around a lot trying to fix some issues with incomplete tweens (unsuccessfully), also trying to get it to run in Canvas+ mode for CocoonJS (unsuccessfully), but at least added the option for players to examine items and monsters. Also added scaling for the desktop version.
I was frankly running out of motivation to finish this; had it not been for the other challengers and their messages in the forums, I would probably have given up
But it is not this day, this day WE FIGHT!
So, there are the finished version for both DND1 (The direct port) and… surprise oh surprise, DNDX, the remake I made from scratch!
The changelist from last version would be *huge*, save/load and dungeon generation have been implemented, as well as HUNDREDS of tweaks/bugfixes, not to mention the work on DNDX which was recreating the whole carbonara into modern JS.
DNDX is a much enhanced and user friendly version, seeking to make it a bit more enjoyable and playable game. Let me know what you think!
So without further ado, check them out! All bug reports are appreciated, you can send the over @slashie_
Finished renaming all obscure variable and line number pseudo functions into their real meanings in order to be able to debug properly.
Played through and all seems to be “working” ok; I think I’m leaving this version as the “replica” one, the one that seeks to be as faithful as possible to the original, I still value any bug reports you can send me tho!
Of course, I’m keeping both codebases apart so people can experience the pain of the original one anytime they want. I should note however that even for the original I made some tweaks in order to make it at least a bit playable, the most noticeable is the change on player hitpoints which were originally an 1D8 for a fighter, to a (3D8)X3 range.
Finally, I thought I’d also link to some other entries into the challenge: