Author Topic: Red Wizard Island  (Read 118888 times)

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #285 on: 2013-Apr-27 »
Wow, that really amazing. Totally professional.

 =D

Releasing a demo soon.

Offline mentalthink

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Re: Red Wizard Island (in development)
« Reply #286 on: 2013-Apr-27 »
HI rober I like to ear this... Your game will be in steam... only will be for dekstop computers ins't?¿... Only Linux or Mac and Win...

Only a curiosity, the gameplay of yourgame how much time it's... beacuse all the videos you put, the game perhaps it's about 1 hour of play?¿...

Regards,

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #287 on: 2013-Apr-27 »
HI rober I like to ear this... Your game will be in steam... only will be for dekstop computers ins't?¿... Only Linux or Mac and Win...

Only a curiosity, the gameplay of yourgame how much time it's... beacuse all the videos you put, the game perhaps it's about 1 hour of play?¿...

Regards,

I am looking into an iOS / Android adaptation. Many things in the code are broken right now. I intend to fix the biggest bugs, build some more levels, and release a demo. The length of the demo will depend on how many levels I feel like making, and the skill of the player. ;)

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #288 on: 2013-Apr-29 »
I updated the collision code, for the third time.
I now use a sphere radius calculation.
Luckily now the wizard no longer falls through the ground

Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #289 on: 2013-May-31 »
Ok you guys,

I'm uploading an unfinished beta today or tomorrow. I told myself I wanted to release something by the end of may, and it's the end of may, so yeah. I haven't done much on this project for a while though, so expect it to be buggy and unfinished. Lately I've been working on an app for a client (which pays money) so I haven't had time to revise the levels or the collision detection or readjust the spells or all the other things I'd like to do. It's still a playable game though, so I figure I would give it to you so you can have some fun with it.

Offline spicypixel

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Re: Red Wizard Island (in development)
« Reply #290 on: 2013-May-31 »
Very much appreciater Robert, and I hope this project reaches full fruition and pays you back handsomely  :good:
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Offline Hark0

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Re: Red Wizard Island (in development)
« Reply #291 on: 2013-May-31 »
Hello r0ber7, a fast question

Your game have a level editor?

TIA ;)
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Offline r0ber7

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Re: Red Wizard Island (in development)
« Reply #292 on: 2013-Jun-01 »
Yes. Expect to see many more new levels some day.

Here are links to download:

Linux version
Mac OSX version
Windows version

WASD to move, number keys select spells, left mouse click casts. Only spells 1 & 2 work correctly. Shop system is not balanced. Many bugs inside, some of them are game-crashers. Still, enjoy. ;)

Offline mentalthink

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Re: Red Wizard Island (new release)
« Reply #293 on: 2013-Jun-01 »
Rober7 thanks for the game, but you don't sell after all this huge work?¿... but guy if you don't launch now wait some time... but thanks I go to play , I say a lot of times I love this game...

Offline r0ber7

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Re: Red Wizard Island (new release)
« Reply #294 on: 2013-Jun-01 »
Rober7 thanks for the game, but you don't sell after all this huge work?¿... but guy if you don't launch now wait some time... but thanks I go to play , I say a lot of times I love this game...

:) I know, thanks! Maybe I will sell it some day, but right now I just wanted to share.  :good:

Offline bigsofty

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Re: Red Wizard Island (new release)
« Reply #295 on: 2013-Jun-02 »
Very generous!  :nw:
Cheers,

Ian.

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Offline r0ber7

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Re: Red Wizard Island (new release)
« Reply #296 on: 2013-Jun-07 »
As you may have noticed, collision detection is completely messed up. At least it was, until today I tried this. Now it will only take some time until I've got all interactive objects in the game ported to my own custom physics engine, which I have been developing for some time. That means no more jittery movement, falling through ground and walking through walls, or magically "climbing" them. It also means I can have all game objects behave far more realistically in their response to a collision.

I also updated the map screen.

Code: (glbasic) [Select]
Wordcount:11112 commands
Now I'm looking if I can get rid of one command, just to get to 11111 commands. :P
« Last Edit: 2013-Jun-07 by r0ber7 »

Offline matchy

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Re: Red Wizard Island (new release)
« Reply #297 on: 2013-Jun-07 »
I'm so excited about this game!!!!111111!1!11!!!!!!  :D

Offline kanonet

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Re: Red Wizard Island (new release)
« Reply #298 on: 2013-Jun-07 »
Yeah this release was way more buggy then your older one, hope you get this all solved easily and maybe will publish a newer version later. :good:
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Offline r0ber7

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Re: Red Wizard Island (new release)
« Reply #299 on: 2013-Jun-07 »
haha

Yeah this release was way more buggy then your older one, hope you get this all solved easily and maybe will publish a newer version later. :good:

That's cause I was in the middle of doing a major rewrite of a lot of code, and then I didn't feel like it anymore. So when I started coding again, I was faced with half-finished work which I totally forgot about. But it's starting to pay off now. :)