





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hi All, This nightly build opens up some really fun possibilities for you. We've created a spawnPrefab function, which can be called on orbs at any time. It takes a name, finds the prefab with that name, and spawns it at the location of the orb. For example: orb.spawnPrefab("TDSimpleCroaker"); ...will create an aggressive croaker at the orb. We've exposed all these things you can summon, so try them out! (more to come) Creature: TDSimpleCroaker TDSmallSimpleCroaker Herd: EarthBeastHerd CroakerHerd GiantHerd RhinoHerd WigWigHerd SpawnerPortals: TDCroakerSpawnerLvl1 TDCroakerSpawnerLvl2 TDCroakerSpawnerLvl3 TDCroakerSpawnerLvl4 Particle: RockHittingGroundParticle_Debris RockHittingGroundParticle_Debris_SelfDestructing RockHittingGroundParticle_Debris_small LeafExplosion LeafExplosion2 Explosion_Fire ExplosionFireParticle FireExplosion DebrisGroup Pickups/Powerups: CrystalPickup RockPickup WoodPickup Tower/Defense: FireTower RockWallTower RockWallScannable StaticFireTower Have fun y'all!
Hi All, This nightly build opens up some really fun possibilities for you. We've created a spawnPrefab function, which can be called on orbs at any time. It takes a name, finds the prefab with that name, and spawns it at the location of the orb. For example: orb.spawnPrefab("TDSimpleCroaker"); ...will create an aggressive croaker at the orb. We've exposed all these things you can summon, so try them out! (more to come) Creature: TDSimpleCroaker TDSmallSimpleCroaker Herd: EarthBeastHerd CroakerHerd GiantHerd RhinoHerd WigWigHerd SpawnerPortals: TDCroakerSpawnerLvl1 TDCroakerSpawnerLvl2 TDCroakerSpawnerLvl3 TDCroakerSpawnerLvl4 Particle: RockHittingGroundParticle_Debris RockHittingGroundParticle_Debris_SelfDestructing RockHittingGroundParticle_Debris_small LeafExplosion LeafExplosion2 Explosion_Fire ExplosionFireParticle FireExplosion DebrisGroup Pickups/Powerups: CrystalPickup RockPickup WoodPickup Tower/Defense: FireTower RockWallTower RockWallScannable StaticFireTower Have fun y'all!
Hi all, We've put together another nightly build with some cool improvements. Survival 1) The ways that spawns would show up at night was annoying. They would show up behind you sometimes, and seemed too random and unexpected. Now meteors come from mysterious location, and crash near you. These create portals from which a limited number of croakers spawn. This should also take care of the frame rate issues you get when you have too many monster spawns on scene. (Also added a really cool screenshake effect here for the impact) 2) Increased the amount of life mana you start with. It seemed too difficult prior to this. 3) Removed night-time monster spawning from Sandbox. 4) Monsters now may target your towers with spells, or attacks. This currently doesn't mean much, since the spells cast aren't physically disruptive, and towers have to be "toppled" to be destroyed. Misc UX 1) Made some of the tutorial chats from the staff less frequent. They were too much. 2) Added in healthbars to monsters, so it's more plain to see their life mana. 3) Made spells be able to "spawn" prefabs.
Hi all, We've put together another nightly build with some cool improvements. Survival 1) The ways that spawns would show up at night was annoying. They would show up behind you sometimes, and seemed too random and unexpected. Now meteors come from mysterious location, and crash near you. These create portals from which a limited number of croakers spawn. This should also take care of the frame rate issues you get when you have too many monster spawns on scene. (Also added a really cool screenshake effect here for the impact) 2) Increased the amount of life mana you start with. It seemed too difficult prior to this. 3) Removed night-time monster spawning from Sandbox. 4) Monsters now may target your towers with spells, or attacks. This currently doesn't mean much, since the spells cast aren't physically disruptive, and towers have to be "toppled" to be destroyed. Misc UX 1) Made some of the tutorial chats from the staff less frequent. They were too much. 2) Added in healthbars to monsters, so it's more plain to see their life mana. 3) Made spells be able to "spawn" prefabs.
Hi All! We've been working hard on a fun and challenging single-player experience, and we ended up settling on a survival-game-meets-tower-defense sort of experience, where towers can cast spells. A big question we've gotten is if towers can be made to cast any spell. Currently, the answer is "no", but we are planning on making that happen at some point. Here are the build's changes: Gameplay: -Survival mode (currently it's "roguelike", but the plan is to make the experience more like survival sim where you can save your world) -Limited-shot spells (for placing towers, and studying spells on scannable things) -NPC chat system (your staff talks to you and gives you advice) -Made more environment things destructible Audio: -Footstep/attacking sounds for Croakers and Rock Beasts. -Ambience sounds -NPC chat sounds Performance: -We got rid of dynamic water. It was slowing things down at certain times quite a bit. -Fixed a performance bug having to do with the death "nether"
Hi All! We've been working hard on a fun and challenging single-player experience, and we ended up settling on a survival-game-meets-tower-defense sort of experience, where towers can cast spells. A big question we've gotten is if towers can be made to cast any spell. Currently, the answer is "no", but we are planning on making that happen at some point. Here are the build's changes: Gameplay: -Survival mode (currently it's "roguelike", but the plan is to make the experience more like survival sim where you can save your world) -Limited-shot spells (for placing towers, and studying spells on scannable things) -NPC chat system (your staff talks to you and gives you advice) -Made more environment things destructible Audio: -Footstep/attacking sounds for Croakers and Rock Beasts. -Ambience sounds -NPC chat sounds Performance: -We got rid of dynamic water. It was slowing things down at certain times quite a bit. -Fixed a performance bug having to do with the death "nether"
This version rebases both the nightly, or default branches of CodeSpells. At this version they are on in the same. In this version we are taking a step back with multiplayer. One of the things we did was changing out the ui engine to make development easier in the long run. In doing so, we chose to regress multiplayer since the veins of multiplayer were intertwined with the old ui system. We want to rebuild multiplayer to be peer-to-peer rather than peer-to-server anyhow. Therefore, we opted to remove multiplayer features at this point rather than rebuilding them within the new ui framework. In addition to that change, we made the following: More interesting creature interaction: -Creatures can be slammed into the ground, and will be dealt damage based on collisions (Before, certain like the ground would not cause damage to creatures) -New rocky giant creature, which has a ragdoll Bugs: -Optimizations making the sandbox run faster -Staffs not seeming to be equipped properly bug fixed -Lost spells bug fixed Server Changes: -The server for logging in/out rebuilt to talk with the new UI framework -The server no longer hosts multiplayer, as we are moving toward peer-to-peer connection
This version rebases both the nightly, or default branches of CodeSpells. At this version they are on in the same. In this version we are taking a step back with multiplayer. One of the things we did was changing out the ui engine to make development easier in the long run. In doing so, we chose to regress multiplayer since the veins of multiplayer were intertwined with the old ui system. We want to rebuild multiplayer to be peer-to-peer rather than peer-to-server anyhow. Therefore, we opted to remove multiplayer features at this point rather than rebuilding them within the new ui framework. In addition to that change, we made the following: More interesting creature interaction: -Creatures can be slammed into the ground, and will be dealt damage based on collisions (Before, certain like the ground would not cause damage to creatures) -New rocky giant creature, which has a ragdoll Bugs: -Optimizations making the sandbox run faster -Staffs not seeming to be equipped properly bug fixed -Lost spells bug fixed Server Changes: -The server for logging in/out rebuilt to talk with the new UI framework -The server no longer hosts multiplayer, as we are moving toward peer-to-peer connection
To use this version you must go to CodeSpells > Properties > Betas and select 'nightly'. This is an unstable release and contains features that are not yet complete. You can switch back to the released stable version of CodeSpells by going through the same process and selecting 'NONE'.
To use this version you must go to CodeSpells > Properties > Betas and select 'nightly'. This is an unstable release and contains features that are not yet complete. You can switch back to the released stable version of CodeSpells by going through the same process and selecting 'NONE'.
We were so excited to hold our first ever 1v1 Wizard Tournament earlier this month! In case you missed it, here are the results:
1st Place: @HalfBloodPrince
2nd Place: @egpimp
3rd Place: @fdervb
As winner of the tournament, HalfBloodPrince has chosen a spell to be included in the official release of CodeSpells. Keep an eye out for "Elemental Globe by HalfBloodPrince" in the release!
HalfBloodPrince was also awesome enough to share some words with us about his CodeSpells experience so far:
[quote=HalfBloodPrince]For a while now I could not find any game that would instantly interest me. I am a big fan of games that allow wide range of customisation, either to the character, abilities, play style, etc. Besides I love games where the character has wacky abilities and always wished I could customise them and/or make my own. And that is where CodeSpells comes in - a game that combined my (basic) knowledge of coding and fun aspect seeing your code in action is a pure joy. Playing CodeSpells feels like a simulating strategy game that requires thought and problem solving skills, but is also a fun fast-paced third person action game. I think these two aspects combined make this game so great for me and many others who enjoy being challenged and stimulated by the games. It is an absolute keeper for me.[/quote]
You can check out all the tournament footage on Youtube here!
And of course, BIG THANKS to the organizers, moderators, and judges for making this tournament happen!
@7Leven
@Burgy
@Amulgagar
Keep an eye out for future Wizard Tournaments! This definitely will not be the last!
We were so excited to hold our first ever 1v1 Wizard Tournament earlier this month! In case you missed it, here are the results:
1st Place: @HalfBloodPrince
2nd Place: @egpimp
3rd Place: @fdervb
As winner of the tournament, HalfBloodPrince has chosen a spell to be included in the official release of CodeSpells. Keep an eye out for "Elemental Globe by HalfBloodPrince" in the release!
HalfBloodPrince was also awesome enough to share some words with us about his CodeSpells experience so far:
[quote=HalfBloodPrince]For a while now I could not find any game that would instantly interest me. I am a big fan of games that allow wide range of customisation, either to the character, abilities, play style, etc. Besides I love games where the character has wacky abilities and always wished I could customise them and/or make my own. And that is where CodeSpells comes in - a game that combined my (basic) knowledge of coding and fun aspect seeing your code in action is a pure joy. Playing CodeSpells feels like a simulating strategy game that requires thought and problem solving skills, but is also a fun fast-paced third person action game. I think these two aspects combined make this game so great for me and many others who enjoy being challenged and stimulated by the games. It is an absolute keeper for me.[/quote]
You can check out all the tournament footage on Youtube here!
And of course, BIG THANKS to the organizers, moderators, and judges for making this tournament happen!
@7Leven
@Burgy
@Amulgagar
Keep an eye out for future Wizard Tournaments! This definitely will not be the last!
Hello players! This is just a friendly reminder that the Official CodeSpells Wizard Cup registration closes tonight @ 11:59 PM CDT.
Hello players! This is just a friendly reminder that the Official CodeSpells Wizard Cup registration closes tonight @ 11:59 PM CDT.
Hello my fellow wizards and witches! I just wanted to inform everyone planning on entering the CodeSpells Wizard Cup that there are only 2 days left to enter the tournament. Entry officially closes this Thursday (7/7/16) @ 11:59 PM CDT.
Hello my fellow wizards and witches! I just wanted to inform everyone planning on entering the CodeSpells Wizard Cup that there are only 2 days left to enter the tournament. Entry officially closes this Thursday (7/7/16) @ 11:59 PM CDT.
Hello felow wizards and witches! I would like to personally invite you all to participate in the first official
Hello felow wizards and witches! I would like to personally invite you all to participate in the first official
Early Access 0.815 is a minor update mainly with fixes to temples and menu items. Also, players can now jump much higher and temporarily hover by holding Space.
Early Access 0.815 is a minor update mainly with fixes to temples and menu items. Also, players can now jump much higher and temporarily hover by holding Space.
CodeSpells Early access 0.811 brings huge improvements to multiplayer stability and improvements to Boulder Strike (now called StoneStrike Arena). The flow of the game is cleaned up substantially with more player feedback. The ability to select your team and spectate are coming in the next update!
StoneStrike Arena now has a default spell wheel that will get loaded showing off the suggested spells to use for the game mode (press Tab after loading the game to view it). This also features several new Ancient spell using Globs!
Globs allow the player to have an orb create elemental fragments associated with it. These Globs all have different properties and can be combined to create sustained spells or new sorts of projectiles. Globs generate over two seconds, so if launched before being prepared, their powers will be limited.
Meditations (now called Arenas) and Sandbox were heavily optimized, so some features have been reworked or deactivated.
More Release Details:
Multiplayer
Update 0.706c brings some fixes to multiplayer and old meditations that can now be played online.
This version brings Multiplayer for the first time to CodeSpells. There’s plenty of issues to iron out so this is in an early alpha state, but we felt it was at a good enough state that people could start playing it! There’s a new game mode called Boulder Ball where players can join a player hosted game and play Boulder-Wizard-Soccer. This currently requires either being connected on a LAN, having an externally facing IP, or setting up Port Forwarding. We intend to implement proper NAT Punchthrough in the near future. We’ve also temporarily removed some old mini games as we’re transferring to a new creation system that will allow making new game modes much more accessible. We hope people will make all sorts of new sports and game modes with the upcoming system. Here’s some of the main features in this build:
This update brings some patch fixes for issues people were experiencing, particularly on Windows 10.
Features
Fixes
CodeSpells Early Access version 0.602c brings some exciting new features including a more complete Fire system, Video creation, and finally an Options menu! Every object in the world now has a temperature associated with it, so objects like logs can be ignited. Heat can spread across objects and ignite different things in the world, including the player. Players can now record the last 10 seconds of gameplay and associate any .ogv url with a spell. We’ve also added flagging and minor support for censoring bad words in non-player owned spells. Fire Features:
Update 0.510c brings interaction with Sand and Water back and fixes several issues with the online spell interface. Features:
Update 0.510c brings interaction with Sand and Water back and fixes several issues with the online spell interface. Features:
Update 0.503c fixes a major issue with not allowing users to sign on and some other minor bugs. Bug fixes:
Update 0.502c brings minor fixes and a few missing features from 0.501c. Additions:
Update 0.501c is now live! We’re excited to bring you the new Spell Sharing tool that we’ve built into CodeSpells so that you can have all your spells automatically backed up and have the ability to share them with others seamlessly. We’ve also incorporated some new Air Magic features, including the ability to gain information about the world in different ways and better communicate data. As always, we’ve created some spells to show off these features and are eager to see what people come up with! There are also several changes to the structure of spells in that all spells can now perform any elemental actions. We’ve gotten rid of the idea of an orb being tied to an element as we found this to be more much more restricting than interesting. Orbs also no longer by default deplete mana per second, so mana consumption is a bit more straightforward when building your spells. Here’s a few of the main points for this update. Features
The Early Access of CodeSpells has been out for a few months now and we've been a bit silent as we're focusing on wrapping up a new version due to release on Friday Dec. 18. It will include spell sharing, Air magic, and better Fire magic, among some other fun changes! We've also revamped the whole spell creation interface and added JavaScript spell creation support. Here's the latest of the video updates we've been doing every month: https://www.youtube.com/embed/FvvHxrsuxVY Thanks to all wizards and witches out there for your continued support of CodeSpells! - The CodeSpells Team ----------------------------------------
[ 6079 ]
[ 2063 ]
[ 4245 ]