Author Archive

The following video was produced using gource, ffmpeg and our ANGER  subversion log (from Dec. 2009 to Mar. 2011).

ANGER SVN Activity 2009.12-2011.03 from macfidelity on Vimeo.

Support muddle-code

Comments 1 Comment »

While we are still heavily hunting ANGER bugs (currently with 0.5.21) i would like to show you a funny screenshot from the 0.5.19 build-series.

At that time core was just implementing some enhancements to  our Stage-Clear screen – basically adding 2 ingame-screenshots of the last  stage.

The idea behind that change was to add more player-individial/specific informations to that screen – screenshots from the last played stage might do the trick for us.

Read the rest of this entry »

Support muddle-code

Comments 3 Comments »

Since the start of our ANGER-development project the game had only 1 game-mode. The entire game idea was based on manually/scripted levels if it comes to enemies, timings, positions etc.  That’s fine on the one side – as you have total control over each game-sequence – but it caused tons of work on the other side.

Read the rest of this entry »

Support muddle-code

Comments 6 Comments »

As core pointed out earlier we are getting close to our first public testing release (milestone 0.6). While we are working hard i would like to give another quicklook on some ticket-statistics.

Closed tickets per milestone

The red bar is the general ‘overall amount of new closed tickets per milestone‘ – which is put together by our different ticket-types (enhancements vs bugs vs discussions) and some special resolutions (duplicates vs works-for-me vs wontfix).

Overall we have 425 closed tickets since our first build … an impressive number from my point of view.

What else?

Well …. a lot – but for me the most important enhancement in the last 2 weeks was our new second gamemode ‘Survivor‘.

While our main game-mode ‘Campaign’ is basically a scripted level-scenario based on campaigns & subdivided in levels or stages the new ‘Survivor’-Mode is fully auto-generated. A single level with growing enemy-waves and a simple target for the player

Survive as long as possible.

Believe me … its getting hard ;)

Support muddle-code

Comments 2 Comments »

core was working hard on our latest improvement ideas for our MainMenu and voila … here is a first preview.

ANGER 0.5.14 MainMenu Tests from macfidelity on Vimeo.

In case you are willing to take a look on the current dev builds (available for Linux & Mac OS X) don’t wonder if those contains a slightly different version as the one used for the video above was manually modified.

Keep in mind that the current version is not yet ready for public tests – so don’t expect a stable, well documented and  final product ;)

Support muddle-code

Comments 2 Comments »

Just a quick screenshot post showing mainmenu, ingame and pause menu in 0.5.13 on Linux.

MainMenu 0.5.13 on Linux

Read the rest of this entry »

Support muddle-code

Comments 1 Comment »