Saturday, March 22, 2008

Crash fix & Game Speed Limit.

I’ve fixed the crash that could occur when the player where standing in the upper lef corner of the map.
I’ve also made an attempt to limit the game speed so that it will run at the same speed no matter how fast the CPU is. Though as I’m limited to just one computer at the moment I’ve been unable to test if the solution really works on other CPU’s, but as the game now reads the CPU speed from the registry it should work.

Here’s the latest version of the game:
Dragonia Demo - version 1.02

Tuesday, March 18, 2008

Legend of Dragonia Trailer.

Here’s a small trailer of the game. Dragonia Trailer.rar

Monday, March 17, 2008

MS 3 Game Demo Updated!

I’ve now fixed the memory leak and rearranged a little in the demo release of the game.
Legend of Dragonia Demo
In this new release I’ve also added a “ReadMe.txt” file witch explains controls etc about the game.

I’ll try to fix the last two Knight sprites later today.

Edited: I’ve added a list of witch map corresponds to each level in the “read me” file.
ReadMe.txt

Edited: Apparently the timers within the game goes faster on faster computers witch causes very bad AI behavior on fast computers. I’m currently trying to find the error…

Sunday, March 16, 2008

Milestone 3 Presentation.

Here’s the milestone 3 presentation:
MS3.ppt

And here’s a Demo of the Game:
Demo.rar

The knight currently lacks his left & right sprites.

Edited: I’ve detected a quite large memory leak in the game caused by reloading the textures every time the map starts, witch means that for every time a match begin the game will have a slight fps drop. I’ll try to remove this memory leak today.

Friday, March 14, 2008

Weapon System Completed!

I’ve now completed the last of the game’s weapon system, so now all the weapons seems to work as intended.
Though I think I’ll need to adjust the wizard’s frost bolt slowing effect a bit as it is currently impossible to get away from the attacker when hit cause the slowing effect halves the target’s current speed every time it hit.

I still have to implement the AI version of the Curse effect and I’ll need to reset the fire cool down timer between each map, but after that I’ve only got the basic sprites left to do in order to reach the minimum requirements. Once I’ve reached the requirements I’ll change a few settings to get a nice Demo where the player will be able to choose one of the three classes and play on a series of maps.

Here’s a screenshot where the player have used the force ability to throw an obstacle.
(The thrown obstacle is the box right above the caster).
The_Force.jpg