Happy new year to everyone using the same calandar as me and, well, hi to everyone else ;) New year, new update, with a lot of fixes. You'll have Amberia to thanks for this one (the update, not the year... I think...). Most of those fix were suggested by him/her. Oh, don't be fooled by the 1.2 thingy by the way, nothing big is happening in this update. I forgot to pass version numbers to 1.2.x a long time ago (when I implemented the teleporters) and this drove me crazy since then :D (I usually use the first number for really big changes / milestones, the second one for new content and the third one for bugfixes) #boringStuff Here's the full changelog:
New / Modified features
- New Steam achievement (+ update of the locked achievements icons on Steam to reflect the in-game icons)
Changes
- Added some sort of hint for the crypt puzzle with the pressing plates.
- Added some subtle hints to the temple puzzle
- Tuk (the man in a bush) backstory is now more clear (if you find the good item to make him talk about his business in that bush)
- Miscellaneous small changes here and there
Fixes and “under the hood” changes
- Fixed the ninja quest, some issues in dialogs made it impossible to complete. Nobody told me it was broken so I guess I broke it recently... Maybe it was ninjas work?
- Tuk, the NPC in the bushes shouldn't aggro mobs anymore
- Nerfed the Life Drain staff ("Crystal staff: Life Drain"): its range is reduced from 5 to 4 meters and the number of Blood Totem (the things spawned by it) on the map is now limited to one at any time.
- Fixed a bug that turned pumpkins into [strike]coach[/strike] tomatoes when loading a savegame
- Fixed a bug that sometimes prevented the player to drop items when the inventory wasn't displayed (because the last slot hovered by the mouse was an equipment slot)
- Manually stacking items should now work properly (no more duplicate or loss of items when trying to merge two stacks)
- Some objects weren't removed from the game when getting back to the main menu or on level change
- ^ this should fix a lot of small issues and could explain some crashes (items falling into nothingness, forever, are bad^^)
- The map is now localized in french | La carte est maintenant traduite en français
[ 2018-01-04 03:25:32 CET ] [ Original post ]
Happy new year to everyone using the same calandar as me and, well, hi to everyone else ;) New year, new update, with a lot of fixes. You'll have Amberia to thanks for this one (the update, not the year... I think...). Most of those fix were suggested by him/her. Oh, don't be fooled by the 1.2 thingy by the way, nothing big is happening in this update. I forgot to pass version numbers to 1.2.x a long time ago (when I implemented the teleporters) and this drove me crazy since then :D (I usually use the first number for really big changes / milestones, the second one for new content and the third one for bugfixes) #boringStuff Here's the full changelog:
New / Modified features
- New Steam achievement (+ update of the locked achievements icons on Steam to reflect the in-game icons)
Changes
- Added some sort of hint for the crypt puzzle with the pressing plates.
- Added some subtle hints to the temple puzzle
- Tuk (the man in a bush) backstory is now more clear (if you find the good item to make him talk about his business in that bush)
- Miscellaneous small changes here and there
Fixes and under the hood changes
- Fixed the ninja quest, some issues in dialogs made it impossible to complete. Nobody told me it was broken so I guess I broke it recently... Maybe it was ninjas work?
- Tuk, the NPC in the bushes shouldn't aggro mobs anymore
- Nerfed the Life Drain staff ("Crystal staff: Life Drain"): its range is reduced from 5 to 4 meters and the number of Blood Totem (the things spawned by it) on the map is now limited to one at any time.
- Fixed a bug that turned pumpkins into [strike]coach[/strike] tomatoes when loading a savegame
- Fixed a bug that sometimes prevented the player to drop items when the inventory wasn't displayed (because the last slot hovered by the mouse was an equipment slot)
- Manually stacking items should now work properly (no more duplicate or loss of items when trying to merge two stacks)
- Some objects weren't removed from the game when getting back to the main menu or on level change
- ^ this should fix a lot of small issues and could explain some crashes (items falling into nothingness, forever, are bad^^)
- The map is now localized in french | La carte est maintenant traduite en franais
[ 2018-01-04 03:25:32 CET ] [ Original post ]
- Dépôt : Myrne: The Quest - Linux [405.25 M]
Myrne: The Quest is a first-person action-RPG. It's the follow-up of Song of the Myrne: What Lies Beneath (no need to have played it to fully enjoy this one though).
The Quest is a single player game, following a story, where everything is hand-crafted (no procedural generation, just love^^).
Get back to the world of the Myrne with its silly humor and discover why the night never goes away in this new region... Or don't, you're just here for that magic artifact after all, no way this malediction will have anything to do with your personal quest... Erm...
▶ This time, see everything through the eyes of your character in a fully 3D environment, you'll finaly be able to see the Myrne in the Sky... and familiar faces too (not in the sky though).
▶ Build your character as you please. The game isn't class based so you're free to choose and mix (!) your own play styles at any time (well, maybe the final boss fight is the wrong moment to start practicing your skill with a bow). Cast fireballs while wearing an heavy plate armor, pierce enemies with your trusty lance or just stab them with a stake if that's your thing (the weapon's prety weak though, I'm judging you).
▶ Your character evolves according to your playstyle. Using heavy armor will make you better with them; hitting broken things with a hammer will somehow improves your capacity at fixing things, while actually fixing the said broken things, sick!
▶ Scrap unused weapons and armors to fix your stuff, craft more arrows or just pile up a lot of scrap... why are you doing this?
▶ Talk with silly characters to get quests (like all adventurers, you just can't say no, do you?). If monsters don't kill you, the silliness and lack of basic logic of the villagers surely will.
▶ Explore dungeons to get better loot... to... explore more dungeons? It makes sense I guess.
▶ As usual, the OST (by Dane Ashton and Jamal Green, mostly) is available for free (even if you don't own the game).
▶ Nearly every assets (trees, buildings, characters, animations,...) are original work created for this game.
▶ The game will probably receive some love via free post-release updates.
I'm just one guy, trying to create fun RPGs (and hopefully succeeding). I take inspirations in games like Arx Fatalis, Morrowind, Arcanum, tabletop RPGs and even boardgames (like Descent 2nd ed., Mistfall, Level 7: Omega Protocol). Do you play boardgames? You should, it's amazing once you've burned your Monopoly and bought real games. Why am I telling you that?! Keep playing on a computer! GET BACK!
I started crafting games in 2014 (maybe a little before, but nobody wants to hear about those awful, never-to-be-released projects anyway) and already released a game on Steam (that got positives reviews, too^^). I did make some other small projects for Ludum Dare and other game jams too. They all share the same universe which I intend to keep expanding through future games too, so stay tuned ;)
- OS: Ubuntu 10.10+. SteamOS+
- Processor: SSE2 instruction set support
- Graphics: shader model 2.0. generally everything made since 2004 should work.
- Storage: 540 MB available space
- OS: Ubuntu 10.10+. SteamOS+
- Processor: SSE2 instruction set support
- Graphics: shader model 2.0. generally everything made since 2004 should work.
- Storage: 540 MB available space
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