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Author Topic: Towns  (Read 95948 times)

supermalparit

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Re: Towns
« Reply #165 on: September 07, 2011, 05:32:16 am »

Looks nice!

It's me or you doubled, at least, the width and height of the tiles?
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Deon

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Re: Towns
« Reply #166 on: September 07, 2011, 05:44:05 am »

Yeah it's doubled, I want to make a fancy tileset. You can always use the tileset resizer to make it 2 times smaller :P.

Also right now I've started to work on workshop "frames" (example: carpenter):



I will add a lot of fine details later (litter, instruments, boxes etc.), but for now I want to have a framework :D.

P.S. I am not a fan of that guy's head either, I know it sucks, I was just hurrying :P.
« Last Edit: September 07, 2011, 05:47:17 am by Deon »
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

supermalparit

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Re: Towns
« Reply #167 on: September 14, 2011, 06:14:47 pm »

Hi,

Towns 0.23 has been released.

Changelog
- Add: Working chairs (used in dinning room)
- Add: Beds
- Add: Walls
- Add: Row building system (used to build walls)
- Add: Happiness value to items
- Change: Happiness formula
- Change: Improved the main menu config file, concerning items and buildings multilanguage.

Hope you like it!

http://supermalparit.blogspot.com/
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supermalparit

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Re: Towns
« Reply #168 on: September 15, 2011, 05:44:42 pm »

Due to a nasty bug in Towns 0.23 (bas tileset file) I just uploaded the next release.

Changelog
- Add: Alternative graphics system for living entities
- Change: Assured males AND females in every world
- Change: Same starting point for all citizens
- Fix: Crash when right click on a room with dead owner

Sorry for inconveniences.

http://supermalparit.blogspot.com/
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supermalparit

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Re: Towns
« Reply #169 on: October 03, 2011, 04:06:25 pm »

Towns 0.25 has been released.

Changelog
- Add: Campaign mode
- Add: Main menu options
- Add: Moddable dungeon generation
- Add: A mill, flour, new tree
- Change: Added [BLANKLINE] code to menu.xml
- Change: .xml generators cleaned (using "dice" function instead of varMin and varMax)
- Change: New folder for graphics
- Change: Separated textures for buildings, living entities and items
- Fix: Minor bug fixes and improvements

Notes
- The campaign mode content it's still in development. But modders can change anything they want.
- With the moddable dungeon generation modders now can decide at wich levels they want dungeons, and what kind of monsters appear in it.
- To build bread now it's necessary flour sacks. Flour can be obtained from the mill.

You can download it from the devblog:
http://supermalparit.blogspot.com/

Hope you like it!
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dennislp3

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Re: Towns
« Reply #170 on: October 03, 2011, 06:44:49 pm »

keep up the awesome work!
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supermalparit

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Re: Towns
« Reply #171 on: October 04, 2011, 06:27:22 am »

keep up the awesome work!

Thanks man. I'll do my best.
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supermalparit

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Re: Towns
« Reply #172 on: October 06, 2011, 09:55:26 am »

Hi,

Towns engine it's pretty advanced but the game lacks of content.

What I need?
I need a person that can fill the game with content.

What I mean with "content"?
Well, I mean almost every single thing in Towns. Items, buildings, monsters, animals, campaign mode, ....
Of course, all that things must be balanced (the Megasword 4d20+80 it's not an option).

All requests will be taked into account.

Regards
« Last Edit: March 26, 2012, 12:30:10 am by supermalparit »
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alexpoysky

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Re: Towns
« Reply #173 on: October 06, 2011, 06:34:12 pm »

Uhh count me in hermano! A ver si te puedo ayudar machote!

Anyways have a good one!
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Poysky Productions
skype : Alexpoysky

supermalparit

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Re: Towns
« Reply #174 on: March 26, 2012, 12:33:37 am »

Due that Alex left the team some days ago, let me continue the Towns conversation in the original thread (this one):

Lastest changelog:
Spoiler (click to show/hide)
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ductape

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Re: Towns
« Reply #175 on: March 26, 2012, 12:46:15 am »

Wait, wut? Alex left? Why we need info, juicy info.

Even after the gushing blog post about indie games WUB? ahhh TWOO WUB.
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I got nothing

hemmingjay

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Re: Towns
« Reply #176 on: May 01, 2012, 09:22:53 am »

Everyone please use this thread since it will be the one most updated by the dev team.


Also, if you want to know why Alex left, best to ask him. Most likely it was so he could focus on his new project with Gamersgate/IndieFort
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nenjin

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Re: Towns
« Reply #177 on: May 01, 2012, 09:51:47 am »

So he better deal'd Towns eh?
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hemmingjay

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Re: Towns
« Reply #178 on: May 01, 2012, 10:15:37 am »

Only Alex and the Towns team know what the circumstances were and they are all too classy to comment.
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lordcooper

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Re: Towns
« Reply #179 on: May 01, 2012, 10:18:38 am »

hinthint
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