Week #16 update

A lot of project maintenance was done this week and quite a few bugs discovered and fixed. Special thanks to Howie for helping to work out how exactly the editor/try/preserve feature will work. This feature is untitled so if you've got a suggestion, just leave a comment or email me.

As usual, head over to the new Lode Runner Online: The Mad Monks' Revenge mini-site for the latest build.

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 monks not waiting correctly on other monks (when falling)
  • fixed monks eating runners that are standing on their head (Howie)
  • fixed simultaneous rubble (from pick-axe) bug when filling in liquid or blastables (Howie)
  • fixed pick-axe rubble not filling in blasted blocks correctly (Howie)
  • fixed players drowning in the wrong spot - this was originally found by Adam but recently re-introduced
  • phase blocks now draw over players after fading in - this matches the Original
  • fixed monks ignoring phase bricks causing some puzzles to be unsolvable (Abhiram)
  • games with 3+ runners are no longer over if Jake and Wes are out of lives and the remaining players still have some
  • fixed runner death in certain scenarios from not working as expected (with regards to points/lives being set)
  • fixed runners coming out of a hidey-hole above a ladder - now matches the Original

Drowning in the wrong spot


  • sound effect callbacks now trigger immediately if game volume is set to 0
  • audio DLC specific code moved from content manager to audio manager
  • removed now obsolete methods from content manager
  • refactored video player
  • isolated and simplified streaming mods to FNA
  • updates to animation base class;
  • increased limit of tasks that can be executed at specific frames of animation (current was 1, limitless now);
  • updated area of projects that were affected by previous limitation (runners using pick-axe+drill, rock debris)
  • optimized display handling of native game resolution
  • refactored puzzle group loading

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

  • ability to 'pause' the game when testing and return after minor edits