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    #46
    Originally posted by stray_shadow View Post
    I love the idea of two warbands with powerful magic users doing battle from flying boats in the air, and then a table ride whizzing by.
    This game seems fun from all the videos. Looking forward to seeing it develop!
    Thanks!

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      #47
      We've had a glitch show up in the inventory display in our development version of the game and we are not sure if the version of the game that we had intended to push to the test server also contains this glitch, so we're going to keep the test server off line until we resolve the problem.

      We'll post an update here as soon as the test server is back online.

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        #48
        super cool looking cant wait !

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          #49
          Originally posted by Kalleal View Post
          super cool looking cant wait !
          Thank you. We appreciate your interest.

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            #50
            Making Progress

            The 0.0.626 version of the server is up an running for internal testing, but the client update .zip is not available, so please don't try to login.

            We hope to have the client update online by midday tomorrow CST, but this is only a projection.

            There are some problems with inventory display in the staging area (Netherworld), but these don't appear to exist in the game world. In any event, this is a more playable version and should allow basic play testing.

            Our next update will be in a couple of weeks and will include more complete quests for testing.

            We'll update the status of the client download as soon as it's ready.

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              #51
              Version 0.0.626

              We have version 0.0.626 running on the test server.

              If you don't have version 0.0.13 of the launcher, please uninstall the old version and install the latest (Launcher)

              We're going to put up and maintain a patch notes page in the next few days, but for now:

              0.0.626
              • Fixed Miner AI. (As a consequence, the Miners now have a Terminator mentality and will chase an aggroed player forever. We're going to adjust this in a future update.)
              • Fixed Evil Minion Early Warning spawns. All the Fire Demon evil minions should spawn in their proper locations.
              • Refactored Apple Trees. Apples should now be visible and initially spawn in the proper locations. (Apples currently have respawn set at zero. This will be adjusted in a future update.)
              • Added a front gate to the Relocation Authority Compound. (Leaving the gate open will let Miners, rats, skeletons, and so forth into the compound, so close it behind you.)
              • Added basic global chat. (Tabs do not work. No social functions. No slash commands.)
              • Other minor fixes and code refactors.



              Known Bugs
              • In the staging area (the starter map Netherworld) the inventory does not display properly (It appears blank). We have this fixed in our internal version and if we have enough changes for a patch next Wednesday, it will go live then. Otherwise, it will go live in the update on the following Wednesday. (If nothing untoward occurs.)
              • If you drag one of the inventory windows on top of the chat window, the inventory window will disappear and cannot be recovered.
                Workaround: Don't do that.
                ETA on FIX: Unknown.



              We've also redone our landing page. It's still a placeholder, but not as placeholdery as it was. New Landing Page

              A screenshot from 0.0.626.

              Attached Files
              Last edited by Rhynedahll; 08-18-2017, 08:59 AM.

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                #52
                looking very nice your project!

                If you drag one of the inventory windows on top of the chat window, the inventory window will disappear and cannot be recovered.
                Workaround: Don't do that.
                ETA on FIX: Unknown.

                I'm not a hero in widget programming. But maybe i have some words to point you in the right direction to fix this issue.
                is the canvas size of the chat setting up correctly?
                maybe it puts the inventory window in position above the screen. where you logically not see it - also if its recovered. because i think you recover the inventory window to it last location.


                Maybe you can handle some overlapping events? do you have a mainwidget which holds all further widgets?

                else,
                could'nt you check with IsInViewport if it is in Viewport when it should - if it isn't as it should remove it from parent and add the widget again to the viewport. Print out the location of the dissapearing widget to check where it goes

                Keep up the great work!

                Greetz from switzerland

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                  #53
                  Originally posted by sold4t View Post
                  looking very nice your project!




                  I'm not a hero in widget programming. But maybe i have some words to point you in the right direction to fix this issue.
                  is the canvas size of the chat setting up correctly?
                  maybe it puts the inventory window in position above the screen. where you logically not see it - also if its recovered. because i think you recover the inventory window to it last location.


                  Maybe you can handle some overlapping events? do you have a mainwidget which holds all further widgets?

                  else,
                  could'nt you check with IsInViewport if it is in Viewport when it should - if it isn't as it should remove it from parent and add the widget again to the viewport. Print out the location of the dissapearing widget to check where it goes

                  Keep up the great work!

                  Greetz from switzerland
                  Hi, thanks for the suggestions. We'll take a look at those things.

                  The "unknown ETA" refers to the fact that a non-crippling bug has to become sufficiently annoying to one of us to prompt that individual to take a look at it. At this point we tend to prioritize along the lines of "Will it crash the game?"

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                    #54
                    Working on content this week ...

                    When I figure out how to link a pic here in the new forum, I'll show some models.

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                      #55
                      A new quest item.





                      Last edited by Rhynedahll; 08-27-2017, 10:17 PM.

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                        #56
                        We'd like to thank everyone that participated in this round of testing. We were able to find and correct numerous bugs in our registration process and optimize a number of our placeholder assets.

                        We have decided to bring down the test server and leave it offline until our next round of testing, which will not occur until we have fleshed out more of our basic game features and have sufficient content in place to provide a more complete basic game play experience. Hopefully this will be within a few months but will depend entirely upon our progress.

                        If you would like to follow progress on the game, please continue to follow this thread, subscribe to our YT channel, join our discord server, or check on our website where we plan to put up a monthly dev blog within the next few weeks.

                        Thanks again!

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                          #57
                          We've been working on game functions for quest mechanics...


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                            #58
                            October update ...


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                              #59
                              Another October update:

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                                #60
                                Working on rubble removal mechanic.


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