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Author Archives: Krom
Parallelization
With more content in the game (units, houses, terrain textures) the game loading got noticeably slower. Being able to launch the game and check the changes as quickly as possible is critical for early development. It disrupts the workflow a … Continue reading
Posted in How things work
2 Comments
Terrain textures
Past two weeks I have been experimenting with terrain textures for Alpha 7. I have a special tool to preview just one terrain tile – it makes experimenting and tweaking much simpler and faster. For example I have taken 4 … Continue reading
Posted in How things work, Live progress
2 Comments
Town Tutorial challenge
Thimo has posted a challenge on the forum – who can beat his time in Town Tutorial: topic
Posted in Events
10 Comments
Alpha 6.3 bugfixes
Thank you for reporting bugs! Following bugs have been fixed: Crash on startup caused by terrain shaders (“const vec2 poissonDisk[16] = vec2[](“) Fixed Cidermakers and Brewery offsets Crash on ending missions with captured wagons Sorting SP maps by title and … Continue reading
Posted in Downloads, News
18 Comments
Alpha 6.2 bugfixes
List of bugfixes in Alpha 6.2: Crash when placing Fishermans near right/bottom edge of the map Crash when entering selected wagon into Camp Selecting Wagon in MapEd caused a crash Builders won’t repair damaged houses Fighting Back mission victory condition … Continue reading
Posted in Downloads, News
10 Comments
Alpha 6 is out – shadows and skirmish!
I’m happy to announce that Alpha 6 is out! Alpha 6 features improvements both in graphics and gameplay. Along with usual expansion of graphics content, the game has got quality improvement – dynamic shadows. Gameplay got improved with introduction of … Continue reading
Posted in Downloads, News
4 Comments
Changing AA lead to a crash
Alpha 5 has a bug that is responsible for almost half of its crashreports: For reasons, Windows does not allow to change windows pixel format more than once (something about it being more complicated than destroy and recreate the window). … Continue reading
Posted in How things work
10 Comments
Warriors got icons
Spent today’s morning making missing icons for warriors: Citizen icons got tweaked a bit too. Shoulders got wider and pose became bit more self-confident.
Posted in Artwork, Live progress
2 Comments
Experimenting with terrain
Been experimenting with new terrain types and transitions yesterday: Not sure if they will stay like so though. I plan to update terrain rendering in next versions (to add support for textures among other things).
Posted in Live progress
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