Date Archive: 2018 April

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Kings of Ember 0.6.1 released

There’s a new update to Kings of Ember!

DrEthan stopped by the forum with a quick overview of what’s new:

I released a small update on Game Jolt, here is a synopsis.

  • Battle walk animations for the enemies
  • Settings menu
  • Logic in dialogues

The latest version is available from GameJolt for Windows, Mac OS and Linux:

Download Kings of Ember 0.6.1

Quick battle tip: The Brickman is a little tough with the starting sword. There are stronger weapons available from the shop that can be bought once a few enemies have been defeated.


Source: Kings of Ember Fan Game

The Legend of Syro – Beta 1.0

It’s always exciting to see new project updates from The Legend of Syro, and this one is a real treat! There’s a tonne of new features (see the changelog) and lots of polish.

From Chaoswizard98:

This was a huge quality of life update and much of the core code has been changed. If I could get a few people to test it out, that would be great! As always, let me know if you find any bugs.

This update contains all of Chapter 1, a ‘Control Enemies’ cheat, the 6vs66 challenge map (Good luck! you’re going to need it!), and my Debug Test room which contains some new spells for you to mess with (Quake and Summon). Chapter 1 aside, all other features are accessed via the ‘Options’ portion of the main menu.

If you haven’t tried the game before, I highly recommend giving the demo a thorough playthrough. It’s extremely polished and has a great Shining Force feel to it. As always, be sure to leave some feedback in the forum too.

Download The Legend of Syro – Beta 1.0

Project Update – April 8th, 2018

The last month or so have been spent on building the user interface and making it actually usable. Equipping weapons isn’t exactly a thrilling part of the Shining experience, but it’s an important one.

Right now Shining Online’s item screen looks something like this:

Exciting, right?

Even though it’s a simple screen there’s quite a lot going on.

The equipment and inventory items are entirely data driven (finally). That means the text, icons, backgrounds and slots aren’t hard-coded anywhere. The Silver Ring icon is ugly as sin, but I’m pretty happy with the others.

In the screenshot Cody is on his lonesome, but there are other characters in town that will join up and end up in that window. Character stats are available by moving right on the table, just like in other Shining Force games. Naturally it’s also data driven.

Even the window layout is defined in a file rather than in code. Coupled with some dev tools this makes it possible to tweak appearances and see updates in real-time.

The table at the bottom was extremely time-consuming and has given me a new appreciation for how browsers display HTML tables. The current table implementation supports headers, variable column widths, column alignments and smooth scrolling.

So far I’ve added the ability to equip and un-equip weapons and accessories. Dropping items shouldn’t take too long to add, but I’m expecting giving items to team mates to be a bigger job.

P:1/1