The target panel portraits have issues resizing when the window is scaled.Compatibility flag is no longer used on all items in the item preview.Compatibility flag is no longer used on all items in the item list.Cutscenes now have black bars on the top and bottom.The black bars on the top and bottom of the apop extend farther now to stop the user from seeing past them when scaling the window.Separate fountain into a separate z-ordered game object.J6 is making art modifications to the town of battleon.Dynamically loaded characters are now showing their speech bubbles./MapReload not pulling new map data and needs fixed - Yorumi.Particle Effects gameobject added to the maps project to enable/hide particles.Particle Effects toggle being added to the options menu - Tunik. Sorting Layers being added to the main engine.Bug with speech bubbles not showing the pop ups.I put them in chronological order to make it easier to read. Done.īelow, please find a copy/pasta from our meetings to keep you in the loop. then poof, the monster will be there for all players. In this new version of the game, she will be able to type a single command. Then she would go back to the game clear the data and reload the map to see if it worked. Then she would go to the database, add an entry for the monster with a matching id. Then clear cache so the old version of the map was not stuck. To add a monster in the web version of AQWorlds, she needed to edit the physical map, adding a spawn pad with a unique identifier on it. I am looking forward to seeing Reen's reaction when she sees this for the first time. If you are also following the progress of this game's 3D sister, AdventureQuest 3D, then you may know we are building slightly more advanced versions of the same tools- for the exact same reason. Frankly, this is the only way we will be able to re-build the maps with the level of speed needed. This is a HUGE improvement over the older AQWorlds from a dev perspective. The biggest thing in development is new dev tools for placing and naming monsters & NPCs. Looks at the calendar with a raised eyebrow as a drip of sweat falls down my forehead.) Top Things in Development Because how do you build a trailer for a game the size of AQWorlds if you only have two areas partially working? Also, with all of our animators maxed out on the weekly releases- who is going to animate it? Inquiring minds want to know. Also, I need to create a trailer for the game this week. We are taking this new (Is it new? It is rebuilt from the ground up.) video game to our first convention of the year in March! The pressure is on to get a fully playable demo ready for the public to look at. It is a cross-platform rebuild of the MMORPG which will allow you to login your character and equip your well earned items. Here is the latest on the development of AdventureQuest Worlds: Unity.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |