tag:blogger.com,1999:blog-67212812097476121362024-03-13T00:40:57.127-07:00DreadBerick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-6721281209747612136.post-78389013202979315492014-03-03T00:15:00.000-08:002014-03-03T00:15:23.601-08:00Version 1.0.4 Released<div style="text-align: center;">
<u><b><a href="http://www.dreadgame.com/p/download.html"><span style="font-size: large;">Download 1.0.4 Here</span></a></b></u></div>
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<u><b>Change log:</b></u><br />
<ul>
<li>Fixed a bug with "Level Start" Triggers not activating BIT / Switch Triggers.</li>
<li>Fixed Arrow Key controls.</li>
<li>Added Alt + Arrow Key scroll controls to the Level Editor</li>
<li>Added new controls: "Enter" to reload gun and "Control" to use objects for arrow key friendliness.</li>
<li>Disabled a debug popup when using a custom variable in a message.</li>
<li>Changed Level Editor object placement to never overwrite an existing object. Existing objects must now be deleted before a new object (with the exception of environmental objects) can be put in the same location.</li>
<li>Changed the custom level subreddit prompt to open the webpage directly if desired.</li>
<li>Added "Y" / "N", "Enter" / "Escape" hotkeys to system generated question prompts.</li>
<li>Added a view outline when zoomed out with Z in the level editor to indicate where the view will be when you release Z.</li>
<li>Game Settings are now saved, so you no longer have to change them each time you play </li>
</ul>
This is essentially a quick optional patch update to fix some minor issues / increase user friendliness<br />
<br />Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-27877506765195959662014-02-28T08:04:00.000-08:002014-02-28T09:03:00.534-08:00Version 1.0.3<div class="separator" style="clear: both; text-align: center;">
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<a href="http://www.dreadgame.com/p/download.html"><span style="font-size: large;"><b>At long last, version 1.0.3 is ready for testing! Download here</b></span></a></div>
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<span style="font-size: large;"><span style="font-size: small;">Tons of changes in this version, the biggest of which being the new Trigger event system! It will allow for a lot more creativity in level design, and it's what I'll be using to create the single player campaign.</span></span></div>
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<span style="font-size: large;"><span style="font-size: small;">There are also a bunch of new environmental objects that really help bring life to the levels. Including windows which can be given durability and destroyed by enemies. </span></span></div>
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<span style="font-size: large;"><span style="font-size: small;">I've reworked the included Demo level to incorporate these new features, and also included "TheCell". A level I created during one of my recent <a href="http://twitch.tv/BerickCook">Dev Streams</a></span></span></div>
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<span style="font-size: large;"><span style="font-size: small;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhntAUxxZWbbfn-kS38-HivD7tLMO6PcyXusf5qPi99Fkl1DxDSPkAijYslB0qiq-PhSOeVvU6D4NcW0ihZDNqdJuWqFSimAvB5zv4goMFFXJUO_uJNKA82lc6RQGl2uRVsQPFLJn2WcHta/s1600/Dread+1.0.3+screenie.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhntAUxxZWbbfn-kS38-HivD7tLMO6PcyXusf5qPi99Fkl1DxDSPkAijYslB0qiq-PhSOeVvU6D4NcW0ihZDNqdJuWqFSimAvB5zv4goMFFXJUO_uJNKA82lc6RQGl2uRVsQPFLJn2WcHta/s1600/Dread+1.0.3+screenie.png" height="261" width="400" /></a></span></span></div>
<span style="font-size: large;"><span style="font-size: small;"><span style="font-size: large;"><b> </b></span></span></span>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-74245632751502402292013-09-20T19:53:00.001-07:002013-11-13T00:04:52.642-08:00Version 1.0.2 Released<div style="text-align: center;">
<a href="http://bit.ly/16mrKyw"><span style="font-size: large;"><b>Click here to download Dread v1.0.2</b></span></a><br />
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<a href="http://i.imgur.com/pCWdIc5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="312" src="http://i.imgur.com/pCWdIc5.png" width="400" /></a></div>
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<b><u>Change Log</u></b></div>
<ul>
<li>Game now starts in fullscreen mode for maximum Dreadness</li>
<li>Options menu no longer crashes game</li>
<li>Added "Windowed" option</li>
</ul>
Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com1tag:blogger.com,1999:blog-6721281209747612136.post-87914188155474740412013-09-15T13:07:00.001-07:002013-09-15T21:30:05.869-07:00Alpha Released!<h2 style="text-align: center;">
<span style="font-size: x-large;">The Wait is Over</span></h2>
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<span style="font-size: large;"><b>At long last, <a href="https://dl.dropboxusercontent.com/u/25836364/Dread%20-%201.0.1.exe" target="_blank">version 1.0.1 of Dread</a> is now available!</b></span></div>
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(Note: If you've already downloaded version 1.0.0, I recommend downloading the new version)</div>
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I was not able to complete the Trigger system for this release. So the only way to complete levels is by finding and activating all of the switches. However, that still provides plenty of a challenge and can result in some very cool level layouts.</div>
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Once the Trigger system is done, I'll be able to include NPCs, dialog, complex level mechanics, and more. </div>
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But in the meantime, enjoy the short demo level and try your hand at creating your own! Send me your levels and I'll include them on the blog.<br />
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<u>Version 1.0.1 Change log:</u></div>
<ul>
<li>Fixed control help popup on "Singleplayer" start</li>
<li>Added picture of switch to initial message</li>
<li>Polished the Demo level both visually and gameplay wise</li>
<li>Fixed crash on vram reset (due to switching windows or other OS events)</li>
</ul>
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Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-40944622751907050052013-09-13T08:51:00.002-07:002013-09-13T18:09:16.325-07:00Pre-Alpha level: Historia MaloJake Saul is at it again with his awesome new Pre-Alpha 1.3.5a map: <a href="http://bit.ly/1daXUmA" target="_blank">Historia Malo</a><br />
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In your frantic escape from <a href="http://bit.ly/13EDlZL" target="_blank">Casa Mal</a>, you accidentally crash your car and have to find a new way to get around...<br />
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<a href="http://i.imgur.com/Qg2IU2Q.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="http://i.imgur.com/Qg2IU2Q.png" width="400" /></a></div>
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I really like the way that Jake was able to use the various wall pieces to construct vehicles. Talk about creative! I highly recommend checking this map out.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-72357992781512834342013-09-06T10:48:00.002-07:002013-09-06T10:48:44.451-07:00Level Creation Preview<iframe width="640" height="480" src="//www.youtube.com/embed/-ruuzk5QVWM" frameborder="0" allowfullscreen></iframe>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-91383495263055487452013-08-31T05:43:00.002-07:002013-09-06T09:04:17.714-07:00Sneak Peek<iframe width="560" height="315" src="//www.youtube.com/embed/Pamj53GxYtw" frameborder="0" allowfullscreen></iframe>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-62170503010395174022013-08-16T01:17:00.002-07:002013-08-16T01:22:23.855-07:00Shift in directionAfter <i>much</i> consideration and discussion with both the Dread team, various other developers, and my friends / family, I've decided to shelve the isometric version of Dread in favor of finishing the Top-Down. At least, until I can get funds together to be able to put in the time and effort Dread Iso needs. This is not a decision made lightly, and I apologize to all the fans who have been looking forward to an isometric version.<br />
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So what have we been doing for the last 2+ months? Rebuilding Dread from the ground up. What does that mean?<br />
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<ul>
<li>New engine that is more powerful, efficient, and portable to other operating systems (Mac, Ubuntu, and possibly even mobile platforms).</li>
<li>Multi-player (co-op and vs) modes that take full advantage of the engine and level editor. Create your ideal DeathMatch arena, wade through hundreds of enemies with your friends, or play a deadly version of hide and go seek.</li>
<li>New graphics that make the old ones look like the slapped together in MSPaint hackjobs that... well... they were.</li>
<li>New enemies and NPCs with powerful, customizable AI. Dread is no longer just a run and gunner unless you want it to be.</li>
<li>Tons of environmental objects to help bring the world to life.</li>
<li>Optional destroyable environments. Including walls. </li>
<li>Non-rotational camera option for those of you prone to motion sickness.</li>
<li>Completely redesigned level editor that is drastically more intuitive and will allow you to bring your ideas to life faster, easier, and better than ever. </li>
</ul>
I've set the Alpha release (which will always be free) deadline for <span style="font-size: small;"><b>September 15th, 2013</b></span>. At which point, we'll be firing up a Kickstarter to seek funding to help us complete the game, and give all you guys and gals some awesome bonuses for your suppport!<br />
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This is the Dread I wanted it to be, and I can't wait to share it with you!<br />
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<span style="font-size: large;"><b>In the meantime...</b></span><br />
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Enjoy this fun new level for the existing version 1.3.5a of Dread, called <a href="http://bit.ly/13EDlZL" target="_blank">Casa-Mal</a> by Jake Saul.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-68969514924101362762013-05-28T20:52:00.001-07:002013-05-28T20:52:35.111-07:00Still chugging away!I realized it had been over a month since my last blog update, so I wanted to make a quick post to re-assure you all that I am still diligently coding away at Dread.<br />
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Normally, I like to have something to show when I make a blog update, but unfortunately I have been wrestling with a super tricky part of the code (the part that makes things draw properly, and in the right order on screen) for the last month and have nothing yet to show for it.<br />
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The good news is, I've discovered about 1,000 ways that <i>don't</i> work. So I must be nearing success... right?<br />
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Anyway, if you want to keep more up to date on the happenings of Dread, feel free to follow me on Twitter (<a href="https://twitter.com/berickcook" target="_blank">@berickcook</a>). As I tend to talk and/or complain a lot more about what I'm currently doing on there.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-76728118283576743892013-04-15T07:13:00.003-07:002013-04-15T17:11:46.543-07:00Finally, a video!Here's an early look at the new view system. I think it's coming along quite nicely. What do you think of it?<br /><br />Edit: There's another video linked inside this one that shows what the engine looks like with partially transparent walls instead of disappearing ones. Which method do you prefer?<br />
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<iframe allowfullscreen="" frameborder="0" height="480" src="http://www.youtube.com/embed/H9CbmIuk2Ug" width="640"></iframe>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-14553007602477470022013-04-05T06:55:00.001-07:002013-04-05T06:55:46.298-07:00New Artist, new art!<div class="separator" style="clear: both; text-align: center;">
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We have a fantastic new artist in the Dread team, Erik Christensen!<br />
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He's been hard at work for the last month giving Dread a much needed facelift, while I've been hard at work adding every new object he makes into the level editor. The result speaks for itself:<br />
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<a href="http://i.imgur.com/klwSfFH.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="312" src="http://i.imgur.com/klwSfFH.png" width="400" /></a></div>
Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-31328469707796305672013-03-15T05:34:00.002-07:002013-03-15T05:34:26.024-07:00Dread Isometric level editor sneak peek<iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/uLPXJ/embed"></iframe>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-83633859759476563232013-02-15T13:50:00.001-08:002013-02-15T13:53:36.880-08:00New Levels and New Team MembersI'm happy to announce that we have a couple new members to the Dread development team!<br />
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<ul>
<li>Nick Caudell - Artist, Web Design - Nick is currently working on isometric artwork for the new engine, as well as a better website for all things Dread. </li>
</ul>
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<ul>
<li>Jon Trew - Level Design, Programmer - While I'm plugging away at the new engine, Jon has been familiarizing himself with the current level editor and game mechanics. He's going to be releasing a series of map packs to help keep you all entertained while I stare at a screen for hours! </li>
</ul>
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Jon's completed his first pack of 5 levels is called "VX Map Pack 1". You can download it below or on the custom levels page. To install it, just extract all the files into the Dread game folder.<br />
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<a href="http://bit.ly/XLeEdx">Download VX Map Pack 1 (8kb ZIP)</a>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-15187256322745559792013-02-12T15:43:00.000-08:002013-02-12T15:43:23.731-08:00Isometric ProgressThings are coming along nicely so far for the new isometric engine. I really like the way the new shadows look. Here's a very early preview of the new view engine.<br />
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<iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/Bse0p/embed"></iframe>
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As you can see, the walls become partially transparent everywhere that you are able to see. It's a pretty neat effect, and I'm really looking forward to seeing how it will look with an actual level to wander in!Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-62339040623125533342013-02-06T17:30:00.003-08:002013-02-06T17:30:36.713-08:00Dread Reborn!Hello everyone! I'm happy to announce that I have <i>finally</i> resumed work on Dread.<br />
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I have some good news and some bad news. The bad news is, the existing version of Dread will be the last version of what you currently know Dread to be.<br />
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The good news is, I have taken all of your feedback under consideration and am rebuilding Dread to be from a fixed Isometric perspective!<br />
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There are so many advantages to an isometric perspective as far as gameplay, visuals, environmental detail, story, etc is concerned. It's looking great so far, but it's still a ways from playable or even screenshotable (that's totally a word).<br />
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Other than the modifications to gameplay that I was already planning, the core idea of the game will remain the same. Which means that I should be able to make a level converter that will take levels made with the current top-down Dread and make them compatible with the new isometric Dread! So if you've made, or are currently making a really cool level, don't worry. Your efforts will not be in vain!Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com2tag:blogger.com,1999:blog-6721281209747612136.post-78916828407062145972012-05-17T12:32:00.000-07:002012-05-17T12:32:01.459-07:00Has a month gone by already?Sorry for the delay, I've been consumed by my most recent project, "Aurora"!<br />
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<a href="http://sphotos.xx.fbcdn.net/hphotos-snc7/156465_3539859169006_1048213899_3232949_1600983050_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://sphotos.xx.fbcdn.net/hphotos-snc7/156465_3539859169006_1048213899_3232949_1600983050_n.jpg" width="191" /></a></div>
<br />It's taking me a little while to get back into the swing of things, but soon I will be back to my regularly scheduled programming.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com2tag:blogger.com,1999:blog-6721281209747612136.post-87044969722298269712012-04-12T11:47:00.000-07:002012-04-12T11:47:19.557-07:00The big game changerThis update is taking a little longer than usual, as there are some <i>big</i> gameplay changes coming. Namely:<br />
<ul><li>Doors will only open / close when you use them</li>
<li>Ammo will no longer be unlimited</li>
<li>You will be able to melee enemies to knock them back</li>
<li>Ammo pickups</li>
<li>Embiggened (which is totally a word) viewable area around the player</li>
<li>Quick look left and right</li>
<li>Enemies will no longer simply drain health on contact, but take a chunk out every time they attack</li>
<li>Enemy health will be lowered </li>
</ul>Prior to v1.3.6, the game had a more arcade style feel. With unlimited ammo, there had to be a lot of enemies to make the game challenging, and the simple health drain attacks meant distance was key to survival.<br />
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With the new update, there's going to be some rebalancing necessary as the game transitions into a more realistic gameplay style. This also means that the current levels will need some reworking to include the ammo pickups.<br />
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I'm also prototyping a new "greyed out" system that will show areas that you have explored instead of it just being all black. It won't be in this update, but it is coming. It's a tricky thing, as the old rouge / RTS fog methods don't work with this type of view. I'm inventing a whole new method that, as long as it works, will be very cool to see in action!Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0tag:blogger.com,1999:blog-6721281209747612136.post-40382874423563802742012-03-31T03:20:00.004-07:002012-03-31T17:14:55.953-07:00v1.3.5a is now available!<a href="http://bit.ly/H5i998%20" target="_blank"><span style="font-size: large;"><b>Download v1.3.5a for Windows</b></span></a><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiepu10Zaqj2EfWpPktiicL-9wrgimzCGhcBvre5HGKLicrT7lqt_uJ_3L70w8cZwlQILC-4EiWRDinlB_jt71uvTrYfhB2s4JbIQR48wMGOj9-1JBsqeVIXKnmo6l587iw2o10WNz1Wmd9/s1600/screenshot173.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiepu10Zaqj2EfWpPktiicL-9wrgimzCGhcBvre5HGKLicrT7lqt_uJ_3L70w8cZwlQILC-4EiWRDinlB_jt71uvTrYfhB2s4JbIQR48wMGOj9-1JBsqeVIXKnmo6l587iw2o10WNz1Wmd9/s640/screenshot173.png" width="640" /></a></div><br />
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Changes:<br />
<ul><li>New gradient FOV "Shadow" which is much nicer on the eyes.</li>
<li>The area around the player is now visible </li>
<li>New enemy by Sidney Durant that replaces the green placeholders.</li>
<li>Due to "Sticky Keys" issues, the controls have been switched to E for use and Space for fire. </li>
</ul>I wanted to add quite a bit more, but unfortunately I came down with a nasty cold that has had be rather out of it for most this week. All those goodies will have to wait till 1.3.6!<br />
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Also, I put together a new level called "The Loading Dock". It's not the one I had originally intended to complete this time around, as I decided to hold off on that one until there was some better friendly NPC functionality, but I think it's pretty fun.<br />
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<b><span style="font-size: large;"><a href="http://bit.ly/H95cEs" target="_blank">Download "The Loading Dock" </a></span></b>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com3tag:blogger.com,1999:blog-6721281209747612136.post-56012686759655484582012-03-25T14:35:00.000-07:002012-03-25T14:35:03.498-07:00FOV blending is on the way<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqSpUVEB6gpsgnD8LP4irc7LLtsMyJl-G9CVJHmzW959lauMIiG5Ruks8wG9IjG3ppyR5v5GdqMAJhi9-0kQsRKtDVxYjdkXKPqCC_AmJaMKqon45seSSa_d51Hv5vfHPPSJjSIGyaOuel/s1600/screenshot172.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqSpUVEB6gpsgnD8LP4irc7LLtsMyJl-G9CVJHmzW959lauMIiG5Ruks8wG9IjG3ppyR5v5GdqMAJhi9-0kQsRKtDVxYjdkXKPqCC_AmJaMKqon45seSSa_d51Hv5vfHPPSJjSIGyaOuel/s640/screenshot172.png" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Early test conclusion: Not quite right yet</td></tr>
</tbody></table>v1.3.5a is going to have some big visual changes. The area immediately around the player will be visible, so you can see what is biting you in the butt and where, and the FOV "shadows" will have a slight gradient so that they aren't quite so jarring on the eyes.<br />
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The first new enemy sprite by Sidney Durant will also be introduced, replacing the existing green blob / ant / tentacle monster.<br />
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I'm also trying to add in some more useful functionality to the NPC characters, but it's still questionable as to whether that will make it into this build.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com8tag:blogger.com,1999:blog-6721281209747612136.post-85453005505150893112012-03-22T12:22:00.000-07:002012-03-22T12:22:19.489-07:00New addition to the Dread teamI'm happy to announce that we have another talented artist joining the development team: Amiran Gorgazjan<br />
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There are lots of great things in the works, and we really appreciate all of the feedback that you have given us so far.<br />
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I am working on a new level for you that will show how to do multi-floored buildings, so there will be more for you to play with soon!Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com1tag:blogger.com,1999:blog-6721281209747612136.post-3506434282044472812012-03-20T02:22:00.001-07:002012-03-20T02:23:52.788-07:007seg - An Engineer's Toy<div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='640' height='480' src='https://www.youtube.com/embed/48RrSlk8mvo?feature=player_embedded' frameborder='0'></iframe></div><br />
<div style="text-align: center;"><a href="http://bit.ly/GAawH1"><span style="font-size: large;"><b>Download the 7seg map (7kb, Requires v1.3.4_1a)</b></span></a></div>Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com1tag:blogger.com,1999:blog-6721281209747612136.post-28017182258214110642012-03-19T22:04:00.000-07:002012-03-19T22:04:04.610-07:00An optional update: v1.3.4_1a<span style="font-size: large;"><a href="http://bit.ly/GzVbos">Download v1.3.4_1a</a></span><br />
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Found one last bug in the new "Every time / Once" feature involving the "Check Value" Trigger which caused it to not activate its designated follow trigger (Does not effect any of the currently released levels, but will cause headaches for level designers).<br />
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I've also added the option to press F4 to switch between full screen and windowed modes for both the game and the level editor, and the option to press F5 to check for updates to the game.<br />
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It is recommended, but not necessary to update to this build.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com2tag:blogger.com,1999:blog-6721281209747612136.post-71802289185867510712012-03-18T02:54:00.003-07:002012-03-19T14:41:21.024-07:00v1.3.4a is finally out!<span style="font-size: large;"><a href="http://bit.ly/yAE43B%20"><b>Click here to download v.1.3.4a (14.6mb)</b></a></span><br />
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Despite the bug fest that I discovered on Friday (which was when it was <i>supposed</i> to be done), v.1.3.4a is now available!<br />
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Complete Change log:<br />
<ol><li>ESC now opens the in-game menu with SFX volume, Music toggle, Mouse sensitivity, Key Sensitivity, and Return to Menu options.</li>
<li>Menu options are saved in the "settings.cfg" file.</li>
<li>Awesome new Title Screen music by Chris Kukla</li>
<li>New Title screen (now with buttons! How cool is that?) </li>
<li>10 new backgrounds by Cody Jernander</li>
<li>Doors can now be opened while facing away from them</li>
<li>Internal Background optimizations (areas outside the built level no longer have a background) </li>
<li>Fixed a plethora of bugs in the level editor</li>
<li>Fixed a nearly equal plethora of errors in the game</li>
<li>Added a new feature for certain Trigger types that allows them to either be activated everytime or only once</li>
<li>Edited documentation to include new features</li>
<li>Friendly NPC characters now wander around aimlessly</li>
<li>You can now scroll around the Level Editor with the WASD keys </li>
<li><b>I've expanded the level that comes with Dread. It now uses the new backgrounds and also has a completely new ending, so I recommend playing through it again.</b></li>
</ol>The new level editor will automatically update any levels that have been made with v1.3.3a. Simply load your level into the editor and save it again. So if you try to play a custom level, and it doesn't load right, try updating it with the level editor.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com2tag:blogger.com,1999:blog-6721281209747612136.post-19500961446995777202012-03-17T00:32:00.000-07:002012-03-17T00:32:46.920-07:00Last minute setbacksAs I was packing the next version up for you guys, I decided to do one last play through and found a gamebreaking bug in the new Single Activation Triggers feature.<br />
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So, unfortunately, I'll have to delay the release a day so I can implement the fix. Thanks for your patience!Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com1tag:blogger.com,1999:blog-6721281209747612136.post-27528417764871466622012-03-15T12:59:00.001-07:002012-03-15T12:59:54.803-07:00v1.3.4a is on track to be released Friday evening (3/16)In addition to the changes already listed, I've fixed a few more minor bugs and added a new feature to the Level Editor:<br />
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Certain trigger types now have the option to either be activated every time their condition is met, or just once. This was doable with the previous level editor, but required 2 additional triggers. Now it is much easier to handle one-time events like switches, dialog events, etc...<br />
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I'm working on a new level for this release as well. It's not part of the eventual campaign, but just a little something to help keep you entertained between build releases.Berick Cookhttp://www.blogger.com/profile/14095835145754885805noreply@blogger.com0