Fixed the bug where Transformer+ would revert to an unupgraded version after each fight. when collecting treasure, in the backpack) Fixed the incorrect display of card in several places.Fixed incorrect errors being printed in the console when poison damage is inflicted.Fixed Keymaster remix rule behaviour for Jester.Fixed Keymaster remix rule behaviour for Witch.Transformer doesn't charge up if you flee from combat. Buffed Gold Dagger and Silver Dagger (they're both size 1 now instead of size 2, and when upgraded become unrestricted instead of simply increasing to MAX5.).Associated the "Quick Thinking" gadget with "Flight?".Fixed Weakened Gemstone staff having the wrong attack power.Make sure low health loop is always stopped by title screen music.Equipment layout in combat should now always match the equipment layout in the inventory.Fixed a bug where Yolanda has an empty textbox if you buy everything from her shop.Fixed the bug that could cause the game to soft-lock if you shocked the Bear.Fixed the bug that caused the dungeon atmosphere music to cut out occasionally when you change floors.Thank you to everyone who reported this one - it took a long time to track down! Fixed a serious crash bug that happen when attempting to resume a save on a floor that contained the Jester enemy.Your window size and position are now saved when you quit.Dicey Dungeons should now look better on the default settings for high resolution screens. As a result, I think this version leaves the game in a really good, stable state to push forward with more modding tools and features in future! For this update, I wanted to focus on tackling as many major, high priority bugs as possible. This update is focused on bug-fixes, and on our wonderfully named new modding tool, Dicey Modgeons. If you’re on steam, this update also adds achievements! They’re the same ones that VVVVVV always had, except now they’re recognised by steam.Hey hey everyone! It's v1.7 of Dicey Dungeons! Caw! Thanks to Ethan Lee, VVVVVV on desktop has finally gotten an update! Version 2.2 fixes a bunch of long standing bugs (for example, player level warp lines) and makes the 2.1 changes official (like player maps, coloured text in player levels, editor direct mode, etc). It’s acting as sort of a demo, but mostly I just think it happens to work really well as it’s own thing on mobile. It’s a little minigame that you might remember from the end of VVVVVV! Surprise! Today I’m also releasing another game on iOS and Android: Super Gravitron. Nicalis have been working on a Vita port as well – this should be coming out sometime this summmer! I feel very good about how it’s turned out! I wanted the game to be as good as it could be on mobile. This is something I felt I really had to take on myself – VVVVVV’s important to me, and it was really important to me that this be done right. So it feels very, very good to finally have it finished, and released. These ports have been quite a long time coming! Actually, I originally started the iPhone port before I started Super Hexagon, way back in 2012. VVVVVV is now available on iPhone, iPad, Android, and OUYA! I want to share that work as far and wide as I can! People have done some really incredible things with the VVVVVV editor. This version of the game only includes the player levels and the level editor – which means that, from now on, the tools to make and play VVVVVV player levels are completely free. It’s called VVVVVV: Make and Play Edition, and it’s completely free. Let’s start with what I consider the really important thing – inspired by things like Knytt Stories and DROD: Architect’s Edition, I’m releasing a special build of VVVVVV on Windows, Mac and Linux today. Hey everyone! I have lots of big annoucements about VVVVVV today, so let’s get to it!
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