This year's Annual Roguelike Release Party managed to sneak up on me and I didn't quite manage to get a new release out for it. I rescheduled for the next (the past) weekend and missed that deadline too as I ended up going for a double release and debugging two games is twice as much work. Especially if one has an unexplainable bug.
Showing posts with label releases. Show all posts
Showing posts with label releases. Show all posts
Sep 25, 2017
Sep 18, 2016
ARRP 2016: Rogue Effect v0.9 Released
Damn. It has actually been a full year since the last release of Rogue Effect. This version is a pretty good one, though -- almost feature-complete. I quite couldn't get saving/resuming in as I was trying to get rid of two major bugs that keep resurfacing: Biotic Charge crash and occasional infinite loop when going to score screen after game end.
Sep 20, 2015
ARRP 2015: Rogue Effect v0.5.5 Released
I got to working on this release only on last Friday and thus didn't quite get everything in I had planned. But I didn't want the Annual Roguelike Release Party go by without a release, especially since it's been so long since I have gotten anything out. So here's Rogue Effect v0.5.5.
Dec 31, 2014
Rogue Effect v0.5 Released (Happy New Year's Eve)
It's time for a release again. It's long overdue and the next one will probably take just as long. So don't hold your breath. I do plan to get Rogue Effect to 1.0 during the next year, though. And I sure do hope I succeed 'cause I'd really like to work on something else for a change.
Sep 21, 2014
ARRP 2014: Rogue Effect v0.4 Released
People seem to have forgotten this year's Annual Roguelike Release Party. It should be this weekend as it's been six months from the 7DRL Challenge (or so I've been told). Maybe someone should've put up a page for it on Roguebasin. Maybe that someone should've been me. I was going to but never did. And now it feels a bit too late...
Jul 27, 2014
Rogue Effect v0.3 Released
I always feel like I've forgotten something I wanted to write on a release post. This time is no exception. But no matter; it probably wasn't anything too important. What is important, is that the new version of Rogue Effect is here. And finally a version one can call a game.
Mar 8, 2014
Rogue Effect v0.2 Released
Four months since the initial release and the first level is still the only one Rogue Effect has. I can't say I'm happy with the progress. I have, however, enjoyed the time I have spent creating Mass Effect 3 style menus with libtcod. Quite satisfying.
Dec 31, 2013
Drakefire Chasm v1.3.2 Released
I ended up playing Drakefire Chasm during christmas and decided to fix couple bugs I encountered while doing so. Not a huge list of changes but still somewhat a surprise release for a game I thought not to work on anymore.
Nov 8, 2013
Rogue Effect v0.1.0 Released (Happy N7 Day!)
The end of October managed to slip by without a release. The N7 Day was too an appropriate date to miss, however. Thus I decided to put at least something together. (Let's pretend it's still Thursday here.) And so here it is; the first release of Rogue Effect.
Dec 17, 2012
Drakefire Chasm v1.3.1 Released
'Tis a fairly small release, though I did finally manage to track down certain targeting bug that has been in the game since the beginning.
Sep 16, 2012
2012 ARRP: Drakefire Chasm v1.3 Released
Here's my release for the 2012 ARRP: Drakefire Chasm v1.3
Jun 7, 2012
Vi Keys Work Now, Honest (DfC v1.2.1 Released)
Every sensible programmer knows one should not repeat himself by writing (or rather, copy-pasting in this case) the same code multiple times. But since I was in a hurry with Drakefire Chasm, I didn't bother doing all the stuff properly, and had multiple places taking input separately. And so, incorrect vi keys in the first function were copied all over the place.
May 4, 2012
Drakefire Chasm v1.2 Released
The "unholy committee" has finally judged all the 7DRLs of this year. I think they liked Drakefire Chasm. Let's celebrate that with version 1.2.
Apr 13, 2012
Drakefire Chasm v1.1 Released
It's here -- Drakefire Chasm v1.1. And it's more difficult than ever before! No, seriously; the earlier versions had couple bugs that made the game too easy and actually possible to win. I even beat it myself couple times. And now it's all fixed.
Mar 20, 2012
Drakefire Chasm v1.0.1 Released
I fixed the incorrect vi keys the first release had (h and k were switched around). I also changed 'l'ook to e'x'amine since it was conflicting with the vi move east. (D'oh.)
Mar 18, 2012
7DRL 2012 Success: Drakefire Chasm
It's getting pretty hard to keep my eyes open; I've been coding the last 24 hours. So I'll keep this short.
Labels:
7drl,
dfc,
drakefire chasm,
libtcod,
releases,
roguelikes
Dec 27, 2011
Rings of Valor v1.0.1 Released (Bug Fix)
Andrew Doull gave a good advice on his blog yesterday:"If you're going to release a new version of your game, don't do it just before you go on holiday.". Sadly, he gave it too late, and the past few days a certain bug in RoV 1.0 has been bugging me. But I decided to wait fixing it until I get back home. And instead I read Game of Thrones, the first book of Song of Ice and Fire.
Labels:
bugs,
libtcod,
releases,
rings of valor,
roguelites,
rov
Dec 22, 2011
Rings of Valor v1.0.0 Released
And so it is here -- Rings of Valor 1.0. This is mostly a more balanced and polished version of the previous release. Hopefully no one is too disappointed at the lack of new features.
Dec 4, 2011
Rings of Valor v0.10.0 Released
The final beta release of Rings of Valor is here, and with it the Achievements. There are only 20 of them but how to unlock them is a secret. They're not impossible and all of them should eventually come up when playing the three game modes, though it took few hours for me to unlock them all even with knowing how to.
Oct 21, 2011
Rings of Valor v0.8.2 Released
This release got slightly delayed but here it is finally. I would've liked to do even more tweaking but I guess this will do for now.
Labels:
libtcod,
releases,
rings of valor,
roguelites,
rov,
videos
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