Would you like to demolish your opponents fortress and collapse it with 2D PHYSICS? Would you enjoy building castles, traps and siege machines in MULTIPLAYER?
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Çıkış Tarihi:
5 Kas 2013
Geliştirici:
Yayıncı:

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King Arthur's Gold Satın Alın

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Includes four copies of King Arthur's Gold - Send the extra copies to your friends

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Son güncellemeler Tümünü görüntüle (104)

20 Mayıs

Fixed: Temporary Outage - Online Play, Logins, Websites Affected

Currently the main kag2d.com website is down; this means that online play, logins, and use of the various websites attached to that domain are inaccessible. The official forums are still accessible, as is the official discord. The latter is most likely to receive up to the minute news as this plays out.

We're currently working to figure out the cause of this outage and resolve it ASAP. As it seems to be occurring as the 21st rolls into various timezones, probably something needs renewing.

We'll be taking steps to prevent this happening again in future.

Max

Edit: This has been fixed by the most excellent Furai in the early hours of his monday morning. Thanks to him for the prompt fix :kag_yes::kag_flex:

Thanks for your patience folks!
3 yorum Daha fazlasını oku

14 Mayıs

Build 2584 - Script Rendering, New Maps, Optimisation, Fixes Galore

Hey Folks,

This build contains several optimisations, a lot of modder quality-of-life changes, and some exciting new script rendering possibilities. There's also new map changes for TDM. We're getting this build out ahead of the github bounty system landing next month - we may get another build out between now and then as well, but this one has definitely waited long enough.

Script Rendering:

There is now a script mesh rendering API, which can render in both world and screen space. This makes it possible to render custom geometry for things like tilemaps, fluid layers, ropes, line-of-sight/visibility, complex multi-part objects, "cheap" entities, and more. We'll be working with modders to see where this may benefit their mods, and the API has a straightforward "get off the ground" example provided.

GoldenGuy in particular has already been tinkering with it; you can see his prototype of directional visibility in action here.

I'm working on an example of "dynamic water", which not only provides an in-depth example of the rendering code, but also a good jumping-off point for modders' own custom fluids. Lava has been an oft-requested mod! I've intentionally kept the water model simple (no pressure, no velocity flow) to provide space for modders to extend and improve the system. Still, it's a lot more dynamic than the built in KAG water, and may be fun for some sandbox servers!


(gfycat preview here!)


The script rendering changes have also brought around some optimisation to a few of the primitive type arrays (numbers, vectors, colours and vertices), in order to allow much faster handling of meshes and index buffers. This has the nice side effect of optimising any code using those types of arrays.

TDM Maps:

Thanks again to the map mods for reviewing, iterating on and integrating so many maps to help keep the gamemodes fresh!

Community:

The kag-base github repo has been getting a good amount of attention since the contributor bounties and voting system were announced! If you haven't already, go give the pitches and bugs a moment of your time and vote on what you'd like to see sponsored.

Thanks to everyone who's engaged with the system so far!

As always, discord is where the majority of discussion is happening. Shout outs to the mods and administrators who keep the lights on over there!

All the rest:

There's a lot of miscellaneous features in this one. A lot of them are sourced from github reports. Some are player or modder requests. A few of them were just spur of the moment things. See the changelog for full details.

Among them are better "tap" pickup handling to cut down on the amount of bad-priority pickups mid-fight, some tweaks to how TTH games start and end, and a long standing audio fix on linux/mac.

Have Fun!
Max

Full Changelog: Script Rendering [added] script rendering interface (see ScriptRenderExample.as in Base/Scripts/Examples for details) [added] Vertex type for fast script rendering Maps - TDM [added] 3 Maps - FG_Enclosure, Niiiiii_Elewater, Niiiiii_GetisArena [modified] 1 Map - Niiiiii_Watery Miscellaneous [modified] TTH game start/end logic (requires a hall cap to start, game doesn't end on a tie) [modified] ignore item aim when tapping pickup [modified] saving logs in binary mode, which should interfere less with encoding [added] utf-8 logging everywhere [fixed] unicode logging on linux/mac [added] color log support [removed] "New player joined the game" message, only leaving "*player* connected" [fixed] linux/mac channel mismatch and stereo sound origin glitch [modified] readme + server setup info a little since someone got misled by them [fixed] discord invite link (now permanent) + added guidelines link in readme on github [added] "forceful" physics disable when in inventory (we'll see if it fixes tflippy's lag) Modding [added] Better trace printing for exceptions, etc. [added] printTrace(), getCallStack(), getScriptStack() debugging aids [added] g_timeoutscripts to abort long-running scripts [added] nested hook call detection [modified] matcher returns empty string if there's no matches (assumption seems to be made everywhere) [added] hasScript to all components, rules, map and blob - fixes #78 on github [added] CSprite::getZ() [added] global isServer and isClient functions as shorthand for the equivalent CNet functions. Fixes #85 on github [added] CBlob::getOldPosition() - fixes #86 on github [added] allow_suicide gamemode.cfg bool - removes the menu option for suicide for gamemodes where that option is unsuitable [modified] engine (esc menu) suicide uses hitters.as suicide hitter [fixed] missing default constructor for Random [added] specialised array implementation for some types (bool, u8, s8, u16, s16, u32, s32, f32, Vec2f, SColor, Vertex); faster performance [fixed] error preventing loading in Texture::dataFromSprite and Texture::dataFromSpriteLayer [added] CMixer uses matched filename
6 yorum Daha fazlasını oku

İncelemeler

“No other game allows you to build a castle, actively fight off invaders, and then jump onto a catapult to be flung over the walls of your rival’s castle to claim its inner sanctum as your own.”
4.5/5 – http://indiegamereviewer.com/review-king-arthurs-gold-build-destroy-and-storm-the-castle/

Bu Oyun Hakkında

.

2D Physics + Class/Team-Based Multiplayer + Medieval War/Building game


A few things you can do in King Arthur's Gold:

  • DESTROY the enemy castles with physics and explosives
  • BUILD Defenses With Freeform Building
  • Use the environment to BURN or drown enemies
  • DRIVE siege machines with your teammates
  • Freedom to run, board ships, DIG tunnels or fly in the air
  • Interact with a LIVING animal and plant world
  • FIGHT with 32 unpredictable humans in multiplayer
  • Singleplayer, cooperative and competitive game MODES
  • CUSTOMIZE with 60+ unique heads
  • CREATE your own adventure with community created mods & scripts



King Arthur's Gold blends the cooperative aspects of Lost Vikings, mashes them with the full destructibility of Worms and the visual style and action of Metal Slug, brought to you by the creators of Soldat.

Sistem Gereksinimleri

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • İşletim Sistemi: Windows XP
    • İşlemci: 1.5 Ghz
    • Bellek: 1 GB RAM
    • Ekran Kartı: 64MB Integrated
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 256 MB kullanılabilir alan
    Önerilen:
    • İşletim Sistemi: Windows 7
    • İşlemci: Intel Core i5 2.1GHz
    • Bellek: 2 GB RAM
    • Ekran Kartı: 512MB Dedicated
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 1 GB kullanılabilir alan
    Minimum:
    • İşletim Sistemi: OS X Mavericks
    • İşlemci: Intel Core 2 Duo 2.1GHz
    • Bellek: 1 GB RAM
    • Ekran Kartı: 64MB Integrated
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 256 MB kullanılabilir alan
    Önerilen:
    • İşletim Sistemi: OS X Yosemite
    • İşlemci: Intel Core i5 2.1GHz
    • Bellek: 2 GB RAM
    • Ekran Kartı: 512MB Dedicated
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 1 GB kullanılabilir alan
    Minimum:
    • İşletim Sistemi: Ubuntu 12.04 or later
    • İşlemci: 1.5 Ghz
    • Bellek: 1 GB RAM
    • Ekran Kartı: 64MB Integrated
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 256 MB kullanılabilir alan
    Önerilen:
    • İşletim Sistemi: Ubuntu 14 or later
    • İşlemci: Intel Core i5 2.1GHz
    • Bellek: 2 GB RAM
    • Ekran Kartı: 512MB Dedicated
    • Ağ: Genişbant İnternet bağlantısı
    • Depolama: 1 GB kullanılabilir alan
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