No more heroes (with missing weapons)

Yes!
I got the saving and retrieving inventory items to work finally! Hooray! There are some tidying up still to be done, but in practice I now can trust the system to work well. (more…)

Yes!
I got the saving and retrieving inventory items to work finally! Hooray! There are some tidying up still to be done, but in practice I now can trust the system to work well. (more…)
I couldn’t get sleep another night, and did’t have access to coding stuff, so I decided to do something different. Firstly, I tried making alpha blending to ground textures. I wasn’t sure if it is doable in flash, but it appeared to quite possible, if not straightforward. (more…)
I was randomly going through my old backup files and found nice set of simple castle wall graphics. They were made for a tile based engine, as a proof of concept.
Happy new year everyone!
I decided to put out an updated client… its very w.i.p. so there probably are several bugs and the content has no sense. But you can see the “raw skeleton” of the game emerging. Go to the latest build page to see the thing.
Yes, there is Kindisoft obfuscation… I’m evaluating the software, and f I like it, Ill buy it, and get rid of the “ad”.
What’s the use of having different weapons, if you cant find out the differences? Giving player needed information is vital for good game playing experience. (more…)
I managed to make saving items work. Now when you pick up an item, a sword for example, from ground, and then go away from the area (or quit playing even) and come back, there is no more that itemon the ground. Well, I can hear you sneering… “of cource there is no item anymore, it was picked already”. Yep, I know this is elementary… but making this happen was much more complicated than it appearared in the first place. But now it works, so the game world is persistent… almost. (more…)

So, some weapon designs. Si vis pacem, para bellum
Oh, I have been so busy! Coding, graphics production, animation… and there has been lots of Library cleaning, among other things. (more…)
Now that I have (more or less) fleshed out the base game mechanics (moving around, area changing, basic combat) its time to focus on one of the most crucial aspects of gameplay: Death. (more…)