Author Topic: Dungeonmans: Nicely Kickstarted (now at alpha 1.08b)  (Read 37233 times)

dungeonmans

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Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
« Reply #15 on: July 02, 2013, 06:18:38 PM »
As I said, pretty vague. Not sure it will actually be any help, but here it is:

Welp. Alright, let's see. I've had crashes from games played outside of the US where dmans couldn't handle countries that use , instead of . for decimals. That's been crushed since 1.04c though.

It appears to not even get as far as saving a settings file, so that's one hint. I better get looking!

Thank you for posting this!
Dungeonmans: The Heroic Adventure Roguelike! http://www.dungeonmans.com

getter77

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http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike

$35,000 target---clearly looking promising and strikes me as an attainable initial funding target:

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When this funding campaign succeeds, here are just some of the things you'll see in the final product:

    -More secrets, more challenge! Unlock hidden classes, solve the riddles of double secret endings, and face the titanic challenge of a monster-choked postgame that demands top tier play.
    -Larger, more diverse environments! Stalk through murky swampland and dig for ruins in trackless deserts, each with unique hazards and dungeon types.
    -More playable races! Stand tall with the courageous Bravians or use the guile of the cunning Salamens. New races provide unique configurations of abilities, style, and gear. It's tough to wear rings when you don't have any fingers!
    -Explore the wilds and tame the wilderness! Clear out nests of snarling beasts and put villains to the sword, making the way to settle new towns and expand civilization. This growth compliments the Academy, allowing your heroes faster travel and a stronger support network.


I encourage you to play Dungeonmans and see for yourself what adventure awaits on the horizon. Check out the benefits of backing with the Pioneer's Guild and getting first access to future development builds, and see how your input and feedback help make Dungeonmans a better game.


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There's nearly unlimited potential for adventure in Dungeonmans, and while I'd love to see each and every one of these expanded concepts in the final game, reaching higher levels of funding will make that task much easier.

    $45,000: A mystery class! In addition to the six different classes already in the game, a seventh challenger will show up to bring unique Masteries to the adventure. As with all other classes, you can pick and choose masteries as you please to create the perfect graduate and send him off to die in a dungeon.
    $50,000: Expand the Frontier: As the Academy grows and Dungeonmens push out into the wild, you'll be able to create entirely new settlements and guide the way they grow. Even though your heroes may perish, their legacy will live on as towns thrive and prosper thanks to your hard work.
    $65,000: Expanded Deluxe Soundtrack: If we reach this level, zircon will record additional music for the game in addition to upgrading the physical copies of the soundtrack to Deluxe editions with the complete score, out takes, and unique arrangements.
    $75,000: Linux and Mac versions. Dungeonmans is built with XNA, and while there are excellent alternatives out there, taking Dungeonmans to Linux and Mac requires non-trivial time and resources, especially for a single developer. At this level, I'll have the ability to make it happen.
    $90,000: Academy Evolution: Take control of Academy development in entirely new ways! Place classrooms and other buildings in specific locations, taking advantage of bonuses generated by positioning. Lay out roads, plant trees, and build other niceties to create the look and feel that suits you best.
    $100,000: The Airship! Take control of a fully functional flying machine to explore all parts of the world as well as face entirely new encounters. Ship to ship combat, with cannons and boarding action, as well as mysterious Sky Castles which contain wonders and dangers far beyond the terrestrial.
Brian Emre Jeffears
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Legend

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Re: Dungeonmans is back! (now at june preview 1.05b Proof of Stremf)
« Reply #17 on: July 04, 2013, 04:53:19 AM »
As I said, pretty vague. Not sure it will actually be any help, but here it is:

Welp. Alright, let's see. I've had crashes from games played outside of the US where dmans couldn't handle countries that use , instead of . for decimals. That's been crushed since 1.04c though.

It appears to not even get as far as saving a settings file, so that's one hint. I better get looking!

Thank you for posting this!

Yeah. What happens exactly is that I will double click on the exe, it will take around 10-30 seconds, and then that error message pops up. The game application does not even begin to open.

Also, I'm in California, USA.  Never imagined US vs. EU would actually be an issue for pc programs. Interesting.

guest509

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Man. If I had ton of money I'd bump the hell out this kickstarter.

As it is I'm in for about $20. :-(

EDIT: Holy shit dude. For $100 I get a deck of cards? CARDS!!! I'm the guy who made a roguelike card game and then released a full color updated second edition. I. LOVE. ME. SOME. CARDS. I get paid tomorrow...decisions...

dungeonmans

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EDIT: Holy shit dude. For $100 I get a deck of cards? CARDS!!! I'm the guy who made a roguelike card game and then released a full color updated second edition. I. LOVE. ME. SOME. CARDS. I get paid tomorrow...decisions...

Jo do you have that online somewhere? I'll link to it in an update this month! Even if you don't back at the cards level :) But yeah that's seriously cool, I'd like to give it a try.
Dungeonmans: The Heroic Adventure Roguelike! http://www.dungeonmans.com

getter77

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
« Reply #20 on: July 09, 2013, 09:30:21 PM »
v1.06

Quote
* Crashes related to save game reading and audio loading should be fixed. Save games are now stored in your User/AppData/Roaming folder
* Crashes involving the Necromanser have been fixed.
* The Dread Spire will no longer teleport you shamefully back to the Convenient Scrobold Warren.

New Options!

* You can lock the camera on Dungeonmans from the options menu.
* You can also toggle the display of small Health Bars over the monster’s heads.
* Holding SHIFT will allow you to move diagonally with the arrow keys. Small icons appear in game to help you remember which key moves you where.

Trivial Dungeons

* Attempting to enter a dungeon that is Trivial will provoke a warning, giving you a chance to change your mind. Trivial dungeons have no loot and no experience, don’t go in them!

New Monsters and Behaviors

* The Razor-Jawed Jibbasnap, Winged Windsnake, and Crimson Bloodslime have joined the fight!
* Enemy casters have new tricks to get you out of safety and keep their allies up in your grill.
* Beware of monsters who will alert their allies about your broke, OP Rangermans arrows.

Balance

* Increased monster health and damage from level 6 onward.
* Added a new curse!
* Added new weapon modifiers to Tier 2 and 3 weapons. Better versions of the elemental effects, as well as some entirely new effects.
Brian Emre Jeffears
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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
« Reply #21 on: July 09, 2013, 11:27:58 PM »
Tried giving the new version a go. Unfortunately still not working.

dungeonmans

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
« Reply #22 on: July 11, 2013, 09:01:07 PM »
Hey Legend,

By any chance are you running Vista?

also

Never imagined US vs. EU would actually be an issue for pc programs. Interesting.

Part of it was countries that use commas to parse decimals.  Like 3.14 vs 3,14. Running on a machine in those countries, they get confused about 3.14 and there has to be specific code to basically say "hey just treat this . like a , ok?"
Dungeonmans: The Heroic Adventure Roguelike! http://www.dungeonmans.com

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
« Reply #23 on: July 11, 2013, 10:53:37 PM »
No. Not running Vista. Using a laptop with Windows xp professional service pack 3.

Hey Legend,

By any chance are you running Vista?

also

Never imagined US vs. EU would actually be an issue for pc programs. Interesting.

Part of it was countries that use commas to parse decimals.  Like 3.14 vs 3,14. Running on a machine in those countries, they get confused about 3.14 and there has to be specific code to basically say "hey just treat this . like a , ok?"

guest509

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
« Reply #24 on: July 12, 2013, 05:00:12 AM »
"Get Bill Gates in here!"

BOOM!

spelk

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.06)
« Reply #25 on: July 22, 2013, 01:13:52 PM »
No. Not running Vista. Using a laptop with Windows xp professional service pack 3.

I've seen a similar crashing issue with Windows XP Pro SP3 also. Is XNA 4.0 totally compatible with XP?

Haven't had a problem with the latest preview on Win7 though.

getter77

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07)
« Reply #26 on: July 24, 2013, 02:27:53 AM »
v1.07

Quote
* New Dungeon Layouts!

Explore improved and expanded dungeons, with more opportunities for movement and tactical combat.
Discover secret doors and hidden rooms in unexpected places. Treasure, danger, challenge, and strangeness all await.
Be wary of teleport traps that will wisk you off to locations unknown. Don’t want to land in the center of one of those bee rooms!

* Increased Challenge

Player magic damage has been toned down, and some monsters made stronger. Except that one guy, you know who.
The Dread Spire contains greater challenge than any other location in the game.
A new tier of Champion exists! Should you find and defeat one of these Ancient Kings you will be well rewarded.

* Hidden Legendary Weapons

Unravel the secrets of ancient war and call forth history’s weapons to the battle of today.

* Ease of Travel

The Cartography mastery allows you to avoid ambushes entirely as well as instantly teleport back to the Academy from the overworld.
No more enemy encounters in Trivial areas!
Skills and Masteries:

Field Work masteries are all working properly and deliver the desired effect.
Cartography changed, removed Surveying and added Pathfinding, which allows you to teleport to the Academy from anywhere in the overworld.
Coldnado and Foomsplosion casting costs increased, Coldnado’s damage output reduced.

Character Stats:

Removed Bombast and cleared up explanation of what the four stats do.
Science is more effective and makes a notable difference, especially when it comes to healing potions.

Ranged Combat:

Ranged attacks are now limited to six tiles away. With the camera locked on the hero, this ensures all your ranged combat will happen on screen.
Equipping a shield prevents you from firing a bow.

Trivial Dungeons:

A new level of difficulty, Mundane, has been added where Trivial used to be. Trivial is now one step lower. This means you’ll be able to adventure longer in earlier areas without losing out on XP and Loot. When you are in a Mundane area, be aware it will likely become Trivial when you level up.
Brian Emre Jeffears
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spelk

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07)
« Reply #27 on: July 24, 2013, 06:44:10 AM »
Theres a 1.07b version release, because the 1.07 version seemed to do something to the difficulty levels early on! Gulp!

http://www.kickstarter.com/projects/56637190/dungeonmans-the-heroic-adventure-roguelike/posts/547943

guest509

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07)
« Reply #28 on: July 24, 2013, 08:36:31 AM »
http://www.sendspace.com/file/9b2oej

That's a link to Cardlike 2.0, Quest for the Goat Horn. It's a sequel to Cardlike - The Roguelike Cardgame. It has updated graphics and gameplay from the original...here is the original complete with numerous typos and hard to understand rules! Also .doc files are huge compared to .pdf.

http://www.sendspace.com/file/2zree6




getter77

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Re: Dungeonmans is back, Kickstarting! (now at june preview 1.07c)
« Reply #29 on: July 29, 2013, 12:44:29 PM »
v1.07c

Quote
* Fixed health bar bug which made enemies look like they lost health on first hit.
* Fixed bogus mana/stamina vamp messages.
* Reduced Coldnado and Cinderfist damage, they use a smaller percent of spellpower.
* Fixed health values for Dread Foom and Mazzik the Grieving.
* Surprise Teleportals shouldn't be created in, or send you to, special rooms.
* Reduced the damage on enemy Shattering Shot.
* Added random offsets to enemy power cooldowns on spawn,
  should reduce the firing squad feeling of four archers showing up and using the exact same power on turn 1.

Compatible with the last release in terms of saves and whatnot.
Brian Emre Jeffears
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