Week #42/43 update
Welcome to the bumper update for weeks #42 and #43! I decided to bite the bullet and undertake a major update to the game plays - most of the changes where to the player and animation code. This was on my TODO list from quite some time to reduce quite a lot of bloat and complexity. Working on this update caused the entire game to become nearly unplayable - this is why week #42 blog post was delayed. With the exception of some more fine tuning, everything should be back to normal.
Monk only teleports is a new add-on to this project. What are monk teleports? You can read all about them on the monk only teleport post.
You might be surprised to learn that I don't actually play Lode Runner Online: The Mad Monks' Revenge very often. I do of course play portions of a puzzle countless hours per week, but rarely do I sit down and just play. I did so this week and I have to admit that I'm a little rusty. So far I'm up to puzzle 20 and have 10 lives left :(
The October build will be available this coming Thursday, the 29th.
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
- using the middle mouse button when painting will eye-dropper the tile, then switch back to the painting tool - this saves quite a lot of time when editing puzzles
- fixed bug that crashed the game when deleting puzzles from the set (Kyson)
- fixed bug that caused some editor UI sounds to pause
- fixed bug that crashed the game when loading corrupt or invalid puzzles
Game
- major game update vastly improved gameplay and performance
- if a gamepad is set as the input type and it is not connected; the game will fall back to keyboard
- breaking changes to save game format;
- added the checksum of the puzzle set being played to ensure correct set is restored
- added a version number to allow future builds to lode your old saves
- alterations made to blastable and phase states
- fixed timing values for regenerating bombs to be more accurate to the original;
- on occasion, a bomb can start to reappear one update (and very rarely, two) before they do in the original
- I'm putting that down to some magic in the original I can't work out but this shouldn't have a negative affect on puzzles that rely on regenerating bombs
- fixed runners coming out of a hidey-hole above a ladder
- fixed bug that would crash the game when using YOG skip cheap
- monkey-bar fixes;
- added the monkey bar rapid decent bug as a quirk that can be toggled with "Quirks Mode" - (Kyson)
- fixed bug that could occasionally crash the game when grabbing onto a bar from running
- fixed bug that could allow a runner to dismount and stand on a blasted block adjacent to the bar (Kyson/Leandro)
- fixed bug that allowed you to grab onto another bar that didn't exist when dropping
- fixed bug that caused a runner to start auto-running off a monk in the wrong spot
- you can no longer stand on a monk caught in a rope trap (Kyson/Leandro)
- throwing a bucket of goop at monks no longer causes them to switch animations (Kyson)
- monk fixes;
- AI glitch fixed that caused some issues with monkey bars (Kyson)
- monks no longer collect gold when falling (Kyson)
- a monk after climbing out of hole will trip into another instead of falling vertically (Kyson)
- fixed bug with two monks getting stuck when both crawl out of a hole at the same time in adjacent holes (Kyson)
- fixed bug that prevented a monk on a monkey bar going down a ladder (Kyson)
- fixed bug that could cause monks to slide to the side a little after idling at the top of a ladder
- fixed bug that crashed the game when using media volume toggle keys (Leandro)
- fixed bug that prevented a runner from escaping off a goo block when running left (Leandro)
- fixed bug in the "Slippery" quirk that allowed you to drown when falling from a teleport (Leandro)
- fixed bug that did not award points when runners collected runner specific gold (Leandro)
- fixed quirk that caused a rock pile to fall from a phase block with a blasted block above (Leandro)
- fixed quirk "Bound off walls" + runners landing on monks (Leandro)
- added a monk only teleport;
- this was suggested by Lavi quite a while ago
- read more on the monk teleport blog post
LAN
- rope traps now remove when a player is snared
- monks drop gold when snared
- reduced bandwidth by nearly 80%
- reduced game lag
Please remember, LAN is still a work in progress.
General
- fixed CSS bug on the blog that caused Microsoft Edge browser to shrink some blog images
- removed partial CD audio support; you can read more on a separate post here
Bugs being worked on
- possible monk freezing bug with OS X (Stace)
- empty game window with Windows 10 (Alen)
- rapid key movements can send a runner through a wall (Leandro)
Coming soon
- gamepad feedback when being crushed
- two additional players (after completion of LAN)
- working scoreboard
What I'll probably do next week
- continue playing the game
- continue LAN
- monks reentering the puzzle at random locations