Week #11 update

Special thanks to Trevor and Greyfax for helping me to work out regenerating bomb values. They still don't quite match the Original and I'm at a loss as to why. Since (as far as I know) all puzzle sets made in the Original that use these bombs are all solvable,…

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Week #10 update

We're switching to weekly builds! You'll now be able to have the latest each week. Please keep in mind the weekly updates are compiled from the same code we're working on, so you can expect some odd behaviour and bugs. Weekly builds should give us much more feedback and speed…

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Week #9 update

All platform downloads (Windows, Linux and macOS) have been updated. There were two reasons for this; an issue with scoreboards that caused the game to crash and a couple of minor bugs that made some puzzles unsolvable. A name in parenthesis and in bold is the finder of the bug/…

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March 2017 update now ready!

A lot of work that went into the March update was making fixes and tweaks here and there to make the game match the Original Lode Runner Online: The Mad Monks' Revenge more closely. Poor network performance was also fixed in this update after it was introduced in the February…

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Week #8 update

Most of my spare time out of work was spent clearing away all the burnt lantana and privet after the bushfire two weeks ago. Apart from the damage to my the mature trees in my yard, the fire has saved me many months of manual labour. You've got to look…

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Week #6 and #7 update

When a weekly update is skipped, it is usually because not much work was done or something has prevented me from posting. It was a bit of both this update. It was 42 degrees in my office last weekend so any work on Lode Runner was ruled out and this…

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Week #5 update

I'm pleased to report that only a few bugs were found in the first C# build! Most of them were down to insufficient testing on my part. I've uploaded the downloads again so if you downloaded the February build before today, it is well worth getting a fresh copy. Thanks…

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February 2017 update now ready!

About time! What was the hold up? Christmas break and porting the ~17,000 lines of code to C#. Porting the code was a great opportunity to go through my TODO list and fix long outstanding items. Nearly all of the project has seen minor rewrites and in some cases,…

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Week #4 update

A reminder about the monthly build - first build of 2017 and since the December - will be uploaded Wednesday (1st of the month). A lot of little bugs and inconsistencies with the Original game were fixed this week, plus some tweaks to the editor added. A name in parenthesis…

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Week #3 update

If after converting 16,662 lines of code from one language into another and thinking you wouldn't run into any issues, then I'm not really sure how to finish this sentence... My free time this week was occupied either fixing foibles going to C# or trying to stay cool in…

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