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…

Lode Runner 2

We've received quite a few questions over the last several months as more and more people find this project. One of the more popular ones is if we are going to update Lode Runner 2 [https://en.wikipedia.org/wiki/Lode_Runner_2] when we're finally…

Week #2 update

The project this week sees the completion of switching Lode Runner Online: The Mad Monks' Revenge from VB.NET to C#. Testing is still underway but the next monthly update will be the 1st C# build of the game. A name in parenthesis and in bold is the finder…

Week #1 update

Welcome to the first weekly update of 2017! We've had nearly two weeks off the project but despite giving ourselves a break, we've pretty much worked on it as usual... A name in parenthesis and in bold is the finder of the bug/quirk. Thanks to…

Week #51 update

Welcome to the last weekly update post for 2016! Merry Christmas everyone! This project will be back in full swing at the start of 2017. There has been quite a bit of interest in getting this Lode Runner Online: The Mad Monks' Revenge to run on the Raspberry Pi…

Before & After

Here's a fun interactive way to see some before and after [http://www.catchmyfame.com/catchmyfame-jquery-plugins/jquery-beforeafter-plugin/] screenshots comparing the Original game to this shiny new one. If it has loaded for you, drag the green bar left & right to reveal the differences! How many saw something…

Week #50 update

Special thanks to Howie Pelton for identifying a very tiny logic error relating to updating players. This caused players to use outdated positions when collecting items, drowning, teleport, falling, etc. Large portions of code for LAN games has been rewritten/tweaked to better support web games in the future. If…

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…