[Slick2d] Retro-Pixel Castles > Now on Steam! <

bought 50k gems from the market for $1.50, I had $1.57 in my steam wallet :slight_smile:

36k gems left over still, not sure what to get or if I should buy more :stuck_out_tongue:

gems are currently going for $0.03 USD (lowest possible amount) for 1000 gems, 50k gems = $1.50

ah, that makes sense. Well, kinda. :stuck_out_tongue:

Steams intent with this was to reduce the amount of items in people’s inventory, since that’s a common complaint. Kind of odd they’re offering bags of gems that make the process pointless? Maybe the bags of gems are gained naturally somehow, like a random bonus for selling cards.

seems like there was “another way” to get gems, the auction just got taken down, because of people duplicating gems.

Yeah, I thought something fishy was going on, because some of the auctions were going for millions of gems, and that’s absolute insanity considering the most valuable thing I own is 100 gems right now. :slight_smile:

You rarely ever stream man! I’d love for you to stream again soon. It was pretty fun to watch!

Actually I plan to start up again soon. :wink: Back when I was Streaming I struggled to have more than 2 or 3 people viewing at once, not really worth the energy.

But now with the power of Steam, I think I can actually get enough viewers to make it all worthwhile.

I can maybe only get about 7 viewers at a time when I’m making my games and they are half as interesting as yours. The secret to keep people there is to really just keep a conversation going.

OT… but why for the love of humanity would anyone ever want to stream code or to watch code being streamed? Am I showing my age?

Yeah, I don’t really get it either - unless the streamer is basically lecturing on a certain subject, I wouldn’t be interested.

I’m right there with you. I don’t get it either. It’s puzzling to me why people want to watch me code, but for whatever reason they do. :wink:

Ya it’s strange. I think it’s more so watching the game unfold than anything. They come for the game. Not your code.

I thinks its motivation to keep me coding. When I see someone else making something awesome, I think “I could do that, couldn’t I?”

Click here for help on accessing the Unstable branch!

InDev 11 Unstable 6 has been released, this a release candidate build, meaning a full InDev 11 stable release is just around the corner! All of the planned content for InDev 11 has been added, and all of the known the bugs game been patched. Please thoroughly bug test this build, and try to report as many issues as you can. You can report bugs over at the official website’s Support and Bugs Forum, or on the Steam Discussion Board. :slight_smile:

InDev 11 Unstable 6 Change Log

  • Fire Bolt Tower now has proper range detection, and will stop firing if a mob goes out of range.
  • Towers now have energy levels, and when completely depleted they stop firing.
  • New time of day system, now there are 6 times of day that are transitioned though; Midnight, Dawn, Morning, Midday, Evening and Dusk.
  • Spawning rates reduced, but slowly increases each day.
  • Torches no longer think they’re Fire Towers.
  • Monsters no longer pop up on the villager population list.
  • Dead villagers are no longer counted on the total population.
  • Dead mobs no longer show up on the minimap.
  • Fixed a bug that was stopping villagers from partnering up unless they’re dead (Necrophilia much?)
  • Monster selection box is now red.
  • “Essence” is now dropped when a mob dies.
  • New “Essence Collector” building that collects essence and uses it to charge other buildings that use energy.
  • Rewrote and spruced up the disclaimer page.
  • Monsters can now have “pack animal” behavior, grouping up into small packs that will sometimes attack you all at once.
  • Changed stats on level up to generally give you more stat points, and higher hit points.
  • When villagers are in their house, the are still visible in the GUI.
  • Fixed hovering name bug with mobs.
  • Fixed numerous path finding glitches causing mobs to overlap buildings and other blocked tiles.
  • Fixed a crash when attempting to path find to a recently completely blocked off area of the map.
  • Improved the map “Survival Island”.

(Previous Unstable Change Logs)

InDev 11 Unstable 5 Change Log

  • Optimized the emitter system, fixing a performance hit from Unstable 4 that was preventing lower end machines from playing the game.
  • Added the Fire Bolt tower, your first ever line of defense against monsters!
  • Added more particle effects here and there.
  • Temporary fix for the lighting being too dim.
  • Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.

InDev 11 Unstable 4 Change Log

  • “Emergency” icon when a mob is startled.
  • Fixed a bug where monsters wouldn’t spawn if the void was right on the edge of the map.
  • Added tons of new animations for all mobs where applicable, including; Get hit, attack, sleep, death, flee, hold and face(stand/idle).
  • Re-added starvation to the game (Has been disabled since Unstable 1)
  • Slimes can now split in to two, or even three slimes when killed.
  • Completely brand spanking new particle system, with blood, water, fire, smoke and more.
  • Improved fleeing AI.
  • Mobs get stunned for a moment when hit.

InDev 11 Unstable 3 Change Log

  • New monster, Slime (Missing most of it’s animations still)
  • Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
  • Fight of Flight and other combat AI added, mobs now decide based on their stats, and how many friends or foes are around them if they should fight or run away.
  • New GUI auto scaling, now displays will have their interface automatically adjust between 1x and 4x scaling instead of the default 2x. This should make the game playable from resolutions of 800x600 all the way up to 4096 x 2160 without any tweaking.
  • In addition to the GUI auto scaling, a world scaling doubler has been added, if you’re on an UltraHD display, the entire world scaling will lock into using between 3x -> 10x scaling instead of the default 1x -> 8x, making the game feel a lot less “microscopic” on high resolution displays.
  • Added health bars, and removed many of the floating status icons.

InDev 11 Unstable 2 Change Log

  • Completed the new modular AI system.
  • Children work again.
  • Increased the build/harvesting speed across the board.

InDev 11 Unstable 1 Change Log

  • Completely new modular AI system for villagers and all the future mobs.

Hey everyone! I’m going to be updating the store front for the release of InDev 11, and I need your help!

Rather than doing what most developers do and making my own screenshots, I thought I’d have some fun and get the community involved! To enter the mini-event you must post screenshots from InDev 11 Unstable 6 or later. The best screenshots will be stolen pulled from the community hub and used on the game’s store front with your names printed on them.

An ideal screenshot should be somewhere around 1920x1080 resolution, it can be higher or lower. 1920x1080 is just the best fit. Mainly I’m looking for a variety of very active high quality shots showing off some of the major features of the game like the particles, monsters, building, combat, map editor, etc.

To enter, simply take screenshots in game by hitting F12 then, upload them to the Steam Community Hub with “InDev 11 Screenshot Event” somewhere in the description. If you do not want me to use your Steam account name, please put an alternative name you’d like used in the description somewhere.

For information on how to use Steam’s screenshot system, and how to upload it to the community hub, visit this link:

I look forward to seeing your beautiful screenshots! :slight_smile:

Click here for help on accessing the Unstable branch!

InDev 12 Unstable 1 has been released, although this is technically classified as unstable release, this build is actually very stable since the only addition programming wise was the settings menu and that has very little impact on the game mechanics.

This build also features two new maps! One of the maps is simply a test map, but the other is a fun fan-service to Starcraft fans everywhere, and I think you’ll all enjoy it. Even if you’re not fans, it’s still a great new map. :slight_smile:

Presenting “Hunted”, a fun full sized map based on Blizzard’s popular Starcraft map, Big Game Hunter.

You can report bugs over at the official website’s Support and Bugs Forum, or on the Steam Discussion Board. :slight_smile:

InDev 12 Unstable 1 Change Log

  • New Map, “Hunted”
  • New Map, “Tiny Test Map”
  • Settings Menu added, allowing you to adjust volume, change the interface scaling, toggle full screen, toggle v-sync and bind keys.
  • Along with the new key bindings, many new hot keys have been added, including brush size adjustments, brush shape cycling and tab controls.
  • Days cycle twice as fast. (5,000 ticks instead of 10,000 per full day cycle)
  • Tweaked memory settings for windows machines.

InDev 12 is finally completed! InDev 12 introduces tons and tons of new features, including a fully functional save system, settings menu, a profile system, a completely rewritten resource system, dozens of AI tweaks, game play balances, and tons of rendering optimizing! This might be one of the largest updates yet!

You can report bugs over at the official website’s Support and Bugs Forum, or on the Steam Discussion Board. :slight_smile:

InDev 12 Change Log

  • New save system! You can now save your game!
  • The game now “ends” when all your villagers are dead.
  • Added a new profile system, now you have five profile slots to use to have 5 completely independent games with their owns saves and settings configurations.
  • Added a new settings menu, you can now configure many settings, including key bindings and volume.
  • You can now toggle between “Retro” and the new “Smooth” particle mode, found in the new settings menu.
  • Added a new map, “Hunted”.
  • Added a new map “Bottleneck”.
  • Updated Angstrom Zaio to V1.3
  • Added “Dragonisser’s Map V3.1” by Dragonisser to Developer’s Choice.
  • Added map “Iberia” by Json The Candyman to Developer’s Choice.
  • Moved all non-functional, work in progress and experimental maps to “InDev and Test Maps”
  • New hotkeys added, including brush up and down, tab pop out toggles, hide topography and many more. Check the new Settings menu for the full list.
  • Days are now 2.5 minutes per cycle, 15 minutes per day.
  • Tweaked memory usage for windows machines.
  • Fixed “jumpy” transitioning between states under high loads.
  • Map editor loads in “Midday” instead of “Dawn” now.
  • Saved map’s map preview now use .BMP instead of .PNG.
  • New map writer, you can now save a full sized image of your entire map with a single button click in the Map Editor. The output will be in /screenShots/
  • Full sized minimaps are no longer generated on save, but instead saved with the map writer alongside the full sized map.
  • New file format for almost all the saves. Old data will still load, and will be converted to he new format next save.
  • Branch new item resource system, now resources are all their own proper objects. They are much more flexible, and you’ll see some great things down the pipeline come from the new system.
  • Resources now have multiple variation images.
  • Added new song, “Pixel Village”.
  • Added new song, “Try Again!”.
  • Villagers are much more likely to breed now.
  • Villagers now pick up the resources closest to them, rather than the old First In Last Out system.
  • Builders can now only harvest resources they actively need to build with.
  • Harvesting is now random, there is no priority system. Villagers will attempt to harvest selected resources near them, if nothing is near them they will pick a random spot to harvest from.
  • Builders now “loop” through building and dismantling tasks, as soon as they complete the task they reattempt to build or dismantle again on the same building.
  • Farmers can now work in all farms at once, but prioritize working in their own.
  • Monsters will now attack more often if they are in town.
  • Villagers now have a much greater chance to flee overall, and and even higher chance when not within their town.
  • Children now almost always flee.
  • Villagers can now only build, deliver and dismantle on the range map. Exception being a dismantle task that is not in range.
  • Path finding calculations speed increased.
  • Fixed “Unreachable resources” lag when you selected resources on the map that were not blocked, but the villagers still couldn’t access.
  • Added harvested crystal artwork.
  • Added melodies for births, leveling up and death.
  • Villager XP is now 150Level per level for adults, and 100Level per level for children. (was 50*level for both)
  • Increased mob rendering speeds.
  • Added render culling to floating text and icons.
  • Greatly improved zoom speed, it is now instant on most machines.
  • Particles and Mobs can now render on the main menu.
  • The main menu cycles between maps “Hunted” and “The Quiet Forest”
  • Towers now have a chance to stun monsters.
  • Getting stunned on hit is now random chance, based on how hard you were hit.
  • Fixed a bug that would cause the flee AI to cancel if a mob’s position overlapped the mob it was fleeing from.
  • Fixed a bug that when the it was midnight (Real time) the main menu would be solid black.
  • New game mode: Peaceful. Minimal monster spawns, and you start with 32 villagers.
    Increased maximum map description length to 240 characters.
  • Added Hitbox link to the main menu and disclaimer.
  • Added a splash image when the .exe is loading. (Windows only)
  • Fixed a slowdown when resources existed to be picked up, and buildings existed to be worked on, but the resources were already assigned to other workers.
  • Fixed a bug where pack members were not being removed from the pack on death.
  • Fixed a bug that was not removing mates from their spouses when they died.
  • Starting villagers is now random between 20 and 28.
  • Play mode now saved on exit, even if you close the window.
  • Monster spawn system changed, it is no longer based on how much open void there is. The rate stays consistent on all maps.
  • Mate now fades out when going to the other mate’s home.
  • Lighting is overall brighter.
  • Essence collector recharge rate increased to once every 100 ticks, from once every 150.
  • Farm wood requirement changed from 64 to 32.
  • Small farm requirement changed from 16 to 24.
  • Loading all 3 cloud types now, for some reason we were only loading one.
  • Added a “You lose” screen, although it does not delete the map yet. Just saves and exits.
  • Fixed a very rare crash when if two villagers were in route to a house to mate, and one of them starved to death before they arrived, the game would crash.
  • Reduced the amount of blood overall. No more insanely huge pools anymore, but still pretty gory.
  • Increased Firebolt Tower range to from 8 to 12.
  • Added render culling for the mob’s health bars and collision box.
  • Particle emitter update logic speed optimized.
  • Greatly increased the rendering speed of the map.
  • Fixed the tile map texture bleeding issues on the main menu, and rarely in-game.
  • Added a new map writer, can now write 1:1 copies of the map to the screen shots folder.
  • Made the construction outline opaque
  • Now the game detects if you have a 32bit or 64bit copy of windows, and executes the correct bundled JRE accordingly.

havn’t searched for it but is the non-steam version available yet ? o/

I’m probably not going to do a non-steam version until after the game is complete, no other platform really offers a working Early Access model. :smiley:

[quote] Fixed a very rare crash when if two villagers were in route to a house to mate, and one of them starved to death before they arrived, the game would crash
[/quote]
Nothing worse when you’re heading back home for some sexy time with the missus and suddenly ONE OF YOU DIES OF STARVATION .

Maybe you could use GOG.com, they have some kind of alpha/beta system going on. And I see you distribute RPC kinda like DRM-free on Steam anyway, so I don’t think that’d be an issue.