The wiki and the engine guy.
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Post by Espyo on Mar 19, 2016 15:17:14 GMT
Version 0.7 is out now! Get it here. The main additions this time are carrying paths and fixed wall collisions. But quite a lot of minor things were also added. Be sure to check them here. WARNING: if you made content (areas, objects, etc.) for the engine, you might have to make some changes to make them compatible with the newest version of the engine. Of course, you can also remake them from scratch if you prefer. See here for the steps you need to take.
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The wiki and the engine guy.
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Post by Espyo on Mar 26, 2016 19:18:21 GMT
Version 0.7.1 is out now! Get it here. This mostly fixes some bugs and balances some things out. Read more here.
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The wiki and the engine guy.
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Post by Espyo on Apr 12, 2016 22:45:49 GMT
Version 0.7.2 is up! Get it here. Changelog can be found here. This version was created to improve the quality of the editors, to provide a "long-time" support until the next version. Basically, the biggest change this time is that the area editor is much easier to understand because of the colors, and has some new features. This version also fixes a few glitches and balances some things. Get hyped for 0.8, the hazards update!
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Post by Creative Sushi on Apr 15, 2016 4:09:40 GMT
Version 0.7.2 is up! Get it here. Changelog can be found here. This version was created to improve the quality of the editors, to provide a "long-time" support until the next version. Basically, the biggest change this time is that the area editor is much easier to understand because of the colors, and has some new features. This version also fixes a few glitches and balances some things. Get hyped for 0.8, the hazards update! I'm going to make something for this. Eventually.
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<insert status thingy here>
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Post by PikFan23 on Apr 15, 2016 8:15:40 GMT
I want to do stuff on the engine but I'm just so lazy... Dammit, I should be excited about this kind of stuff! Well, at least I'm looking forward to the hazards update. Will that include water and pits, or will those come in a separate patch?
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The wiki and the engine guy.
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Post by Espyo on Apr 16, 2016 15:37:59 GMT
Pits are already on the engine. But it will include proper water!
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Post by Hunter4408 on Apr 17, 2016 1:36:24 GMT
Planning on making something with this eventually as well. I have had no experience with developing stuff before and I'm able to do it. Sortof. Still learning, but this is great.
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The wiki and the engine guy.
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Post by Espyo on Apr 23, 2016 14:08:59 GMT
Good to hear! Please let me know if there's any simple concept you don't understand, so I can improve on it. When I write the interfaces on the editors, the tutorials on the wiki, etc., I try to make them both simple to understand for newcomers to game development, but also fluid enough for advanced users to get the hang of everything quickly. But if something's still too hard for a beginner, that means I'm not doing it quite right. I don't want to miss any opportunity to tweak stuff to make it even more intuitive.
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The wiki and the engine guy.
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Post by Espyo on Aug 6, 2016 17:12:57 GMT
Version 0.8, the Hazards Update, is now live! Get it here. This monster of an update brings not only raw hazards, but also status effects, sprays, and liquids, which are all inter-connected! It also brings a decent particle system, some nifty improvements to the editors, and of course, some gameplay tweaks. Some internal things also got changed, and users who made custom content for the engine will have to see if they need to change anything to be compatible with this version. There are also some problems I realized were introduced with this update, so I ask you to please be patient and pretend they don't exist, as I'll fix them at some point in the future. For a full list of changes, as well as warnings for outdated custom content, please read the changelog. Other than that, feel free to comment on this version's best, its worst, and any problems you find!
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Post by Hunter4408 on Aug 7, 2016 23:11:18 GMT
Definitely not finished with anything yet, but how would you publish a fangame? And will there be the ability to make multiple areas in the future to explore, etc.
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The wiki and the engine guy.
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Post by Espyo on Aug 13, 2016 12:50:07 GMT
Yeah, the goal is for people to make their own games, with story mode, multiple areas, etc. I'm still not sure how one would publish their fangame, but uploading their finished Game_data folder somewhere for other people to download would be the simplest option, I guess.
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Post by skytheguy on Sept 17, 2016 23:52:15 GMT
might I suggest availability for Gamecube-style aiming for controller users?
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The wiki and the engine guy.
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Post by Espyo on Sept 24, 2016 15:10:17 GMT
That should already be working! If you plug a controller, start the game, go to the options, and set up the controls so that you can aim the cursor and move the leader with the analog stick, it should be fairly similar. Please let me know if this isn't working for some reason, though.
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The wiki and the engine guy.
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Post by Espyo on Dec 22, 2016 21:11:21 GMT
Happy holidays! This update doesn't bring much, but it is an important one. Quite simply, I've changed some of the graphics and sounds that are pre-packaged with the engine to replace all copyrighted assets with free license ones. This lowers the risk of getting into trouble with Nintendo. Of course the risk is still there, since I'm using the IP, but it's still a good idea in general. These changes also slightly change the way one or two things are presented in the engine. If you made custom textures, please read the Changelog to know if you need to update anything. Other than that, this update fixes some tiny glitches and makes the area editor more pleasant to use, by making vertex merging work based on the camera zoom, just like the vertex dragging mechanic works. Before I leave you with the download link, there is an important thing to note. The new textures and graphics are fairly different, but it seems unanimous that they're pretty neat. After the initial shock dies down, I think you'll find that they work quite well. The sounds, on the other hand...well, let's just say I wasn't born to be a sound designer. I apologize in advance if some sound effects make you think that the whole project is a joke, and if the Pikmin voices make you want to pluck your ears off. Feel free to leave any feedback, so that I can better gauge what worked and what didn't, in an attempt to bring more appealing assets in the future. Thanks! Enjoy version 0.9.0 by downloading it here.
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Post by Comrade_Jack on Apr 4, 2017 19:36:46 GMT
Thanks! And yeah, it's far from dead. I'm working on it almost every day (which is the best type of progress it's ever been at). I do suppose it's not getting much attention, but I can expect more people to play it and create on it the more mature it gets. I'm planning for a new release in late February, so I'll update the topic then. Has it been released yet? I'm eager to try it out!
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