Gatecrashers!

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darkgod
Master of Eyal
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Re: Gatecrashers!

#16 Post by darkgod »

Oh and do put out a standalone build so you can evangelise (yet) non tome players ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

GuyNamedJoe
Wayist
Posts: 23
Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#17 Post by GuyNamedJoe »

Haha whoa I didn't even catch that there's a new T-Engine version! I'll probably put out a 4.1 later today that does that, fixes whatever's going on with the null rod, and fixes a couple of other issues that are bugging me :D

...reading through the 1.0.5 changelog is like Christmas morning - sooo many awesome shader effects...

GuyNamedJoe
Wayist
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Re: Gatecrashers!

#18 Post by GuyNamedJoe »

1.0.5 compatible version up, fixes some bugs! Although I'll need to spend more time fixing the issue with the staff removing curses - it doesn't look like any of the staffs are self-targeting when I run Gatecrashers in 1.0.5, so I'll need to re-write how it does that so that it's compatible with the new version :) Also gotta find a use for all these awesome new particle effects and shaders!!!

EDIT: Just uploaded another version, shouldn't have the staff issue any more!

GuyNamedJoe
Wayist
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Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#19 Post by GuyNamedJoe »

Version 5 is up! Highlights include:

- Sound!
- Music! (temporary link to the version with music: http://www.fileswap.com/dl/8R0BlyjLGZ/)
- Large monster/level re-balance!
- New monsters!
- Shiren-style leveling monsters. Skeletons now level up when they kill stuff! The Skeleton Butcher searches for anything to kill so it can get more powerful. The Skeleton Archer, if it kills a monster with friendly fire, levels up, eventually becoming a Lich. The Lich can also level up - if you see a Dread Lich or an Archlich, run for the exit.
- Item highlights and a new crosshair!

A standalone! http://www.fileswap.com/dl/sr8FILZAC2/

Coming next couple of days: new monster and ring content. New rings include: the Ring of the Gourmand (allows any item to be eaten), the Ring of Carnage (upside: gives you random crits. Downside: gives everyone random crits.), and the Ring of Translocation (teleports and confuses you when put on, has no effect while confused. For those "anywhere on this floor but here" moments.)
Coming hopefully before December: new level types! Crystal caves, volcanoes, graveyards, all that good stuff.

And speaking of versions with music, I was wondering the procedure for > 15 MB modules - should I put those on something like github? Thanks :D

Sealer
Low Yeek
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Joined: Mon Sep 28, 2009 8:19 pm

Re: Gatecrashers!

#20 Post by Sealer »

Is Battle For Wesnoth ok with you taking their graphics?

GuyNamedJoe
Wayist
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Re: Gatecrashers!

#21 Post by GuyNamedJoe »

Yeah, AFAIK the Wesnoth stuff is okay to modify/redistribute in GPL 2 or later. But of course, if you see any areas where I need to change how I'm distributing any of the art/music/sound/etc. assets for Gatecrashers, I'd definitely want to know so I can do it correctly :)

GuyNamedJoe
Wayist
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Re: Gatecrashers!

#22 Post by GuyNamedJoe »

Updated the links to fix a bug with the shaders! This update also contains new content, including rings and monster changes!

GuyNamedJoe
Wayist
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Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#23 Post by GuyNamedJoe »

x-post from the module page:

Concluding a very fun couple of months, here is the beta for Gatecrashers! The main changes are mostly under the hood - this version has a lot of bugfixes from previous versions. There is a new zone, the Graveyard, to explore (try digging up graves - or luring digging monsters on to graves - for extra fun!) Previous zones have had various changes and improvements made, as well. There's also a win condition (make it to level 25 and escape alive!) and a tally of loot with wins/deaths.

But Gatecrashers is by no means a finished project! In the works:

- New items and monsters.
- Two completely new zones (Ice and Lava) and two variations on the dungeon zone.
- Shops and shopkeepers, of the "you can try to steal items and incur the shopkeeper's wrath" variety.
- Improvements and updates to existing systems, like stealth and polymorphing.
- Many more!

Music versions are also up from the links in the OP :)

BDota
Higher
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Joined: Fri Oct 01, 2010 11:15 pm

Re: Gatecrashers!

#24 Post by BDota »

I tried playing and it's a lot of fun! I especially like how the stamina and healing stuff worked.

faustgeist
Halfling
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Joined: Wed Mar 02, 2011 6:59 pm

Re: Gatecrashers!

#25 Post by faustgeist »

Super cool! Keep it up and keep us all informed :D

~R

GuyNamedJoe
Wayist
Posts: 23
Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#26 Post by GuyNamedJoe »

Thanks - always appreciate feedback, and I will definitely be keeping everyone posted :D

GuyNamedJoe
Wayist
Posts: 23
Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#27 Post by GuyNamedJoe »

X-post from the module page:

More Gatecrashers!

This version is compatible with the latest TOME version (1.1.0) and features:
- Animated water!
- One new zone type, and double the number of zones!

I'm getting this out ASAP so people can play it with the new T-Engine version - please let me know if there are any bugs I missed, and stay tuned for new content coming out in the near future! (Bombs! Vaults! Combat changes!)

---

The music version (some new tracks in there!) will be up about 5 minutes after I post this, and the standalone will probably be up sometime tomorrow AM. I'm done with finals and have my life back, so expect lots of content updates in the near future :D

GuyNamedJoe
Wayist
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Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#28 Post by GuyNamedJoe »

...aaand another version! Should be up to date with the latest t-engine version, and features some of the next wave of content updates: bombs and vaults. Bombs are a limited resource that offer both a solution to particularly dangerous monsters and a way to knock down dungeon walls. Vaults are full of loot and monsters, but you'll need to bomb your way in.

Next in line, but not ready for release right now: updates to the weapon and shield mechanics, including enchantments!

Castler
Thalore
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Joined: Mon Mar 25, 2013 10:09 pm

Re: Gatecrashers!

#29 Post by Castler »

As far as I can tell, saving games doesn't work.

If I choose Save Game from the menu, the save game progress bar stopped at 55%.

If I exit the game, there's no saved game listed when I reload.

Logfile contains the following:
stack traceback:
/engine/Savefile.lua: in function </engine/Savefile.lua:213>
/engine/SavefilePipe.lua:173: in function </engine/SavefilePipe.lua:155>
[COROUTINE] error /engine/Savefile.lua:270: attempt to index field 'PlayerHotkeys' (a nil value)
[COROUTINE] dead savefilepipe
Tested in Gatecrashers 1.0.2 in T-Engine 1.0.6 and 1.1.3.
Qi Daozei (QDZ) - an Oriental-themed fantasy game for T-Engine. ToME Tips - auto-generated spoilers for ToME.

GuyNamedJoe
Wayist
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Joined: Mon Jul 01, 2013 1:43 pm

Re: Gatecrashers!

#30 Post by GuyNamedJoe »

Thanks for letting me know :D

I think I know what's going on - I'll shoot for having a version with a fix (and some new content :) ) out in the next couple of days!

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