Week #49 update

All game dialogs you see in the game are created when they are needed (lazy loaded). Creating dialogs from scratch is quite a time consuming process and making simple changes get confusing when looking at paragraphs of code. I wrote a simple program to visually create dialogs and export them into a stripped down format the game can load. This makes creating and tweaking dialogs much easier and much faster.

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!


  • fixed incorrect colour palette being used to draw preview images in the world dialog
  • fixed bug that prevented you from painting under the toolbox if it was hidden (F8)


  • monks running now stop more accurately to the Original
  • monks start running from idle position the same as the Original
  • runners now stop more accurately to the Original when running
  • runners start running from idle position more closely to the Original
  • fixed goo no sliding off phase blocks correctly when a block is beneath
  • removed redundant helpers from base animation class
  • pick-axe rubble landing on monks in holes now matches the Original (Howie)
  • quirk Suspended monks updated to match the Original (Howie)

Goo before
Goo after

Monks and rubble
Monks being hit by rubble


  • fixed bug in host that crashed the game when pinging players that did not exist


  • the CD audio DLC can now be placed in your Lode Runner Online directory as an alternative to the game data directory (Adam)
  • game dialogs moved to external interface files

Bugs being worked on

  • some Windows machines not be able to detect LAN games (Steve)

What I'll probably do next week

  • lobby overhaul behind-the-scenes
  • monks merging when crossing ladders