The website for our particle engine has a new dress. Inspired from github doc. Hope you like it.
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Posts Tagged “development”
Mar
24
2011
ANGER | time consumingPosted by core in ANGER, muddle-code, projects, tags: 0.6, ANGER, development, real lifeWe are looking forward to get the public release done. At the moment some tickets are still open. A mixture of bugs, enhancements and setup related issues. Not that much to get it done very soon but at the moment I have a really time consuming project called real life. This may not get better the next weeks but I hope from developing point of view to get the last tickets fixed as soon as possible. For all of you waiting for the release please stay tuned. We are very close… Support muddle-code
Mar
06
2011
ANGER | Let’s call it ARTPosted by fidel in ANGER, muddle-code, projects, tags: 0.5.19, 0.5.21, ANGER, bugs, development, linux, screenshots, stage-clearWhile 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. Support muddle-code
Feb
11
2011
ANGER | The survivor modePosted by fidel in ANGER, muddle-code, projects, tags: 0.5.19, ANGER, development, game-modes, linux, screenshots, survivorSince 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. Support muddle-code
Feb
01
2011
ANGER | Using autoweaponsPosted by core in ANGER, muddle-code, projects, tags: ANGER, development, screenshots, towersAnger offers the ability to have autoweapons. This weapons can be placed at the ground and will fire at the enemies within the weapons range. At the moment a cannon, laser and thermal rocket is available. The screen above was the result of my nephew. He likes the auto-weapons and uses them quite often. There was already a ticket from fidel to limit the number of autoweapons by class. Bad news for my nephew :-). Only 3 autoweapons per class allowed in the future. Sorry. Support muddle-code
Jan
30
2011
ANGER | closed tickets per milestone (part 2)Posted by fidel in ANGER, muddle-code, projects, tags: development, graph, issues, milestone, ticketsAs 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
Believe me … its getting hard ;) Support muddle-code |







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