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, I'm going to shift it to the backburner for a while. If you find a puzzle you can't solve that features regenerating bombs (including lit ones) then just send it to me and I'll have another look.

A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to all, I really do appreciate your time and support. Cheers!

Editor

  • refactored painting tools
  • streamlined drawing setting values

Game

  • fixed incorrect timing value for phase blocks
  • fixed entering/exiting teleports animations playing frames more than once (Trevor)

Network

  • fixed all players showing the HUD for player 1 (Jake Peril/host)
  • restored 2P HUD for games with two players

Bugs being worked on

  • monks merging together when crossing on/off ladders
  • switching to windowed mode hides the Dock (Sierra)
  • regen bomb timing does not accurately match the Original

What I'll probably do next week

  • network gaming improvements
  • ability to 'pause' the game when testing and return after minor edits
  • monk hump 'n bump improvements

Previous: Week #10 update

Next: Week #12 update

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Author

Quark Robot

A massive Lode Runner fan. You may have guessed that.

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