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		<title>ItsyRealm: Alpha #2</title>
		<link>http://www.allegro.cc/forums/view/617654</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Sun, 10 Mar 2019 01:43:36 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hey,</p><p>Here&#39;s another ItsyRealm alpha. I added a <i>bunch</i> of stuff since the last release. It&#39;s really too much to list.</p><p>Some hints:</p><p>Right click things. There may be cool options you miss. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>There&#39;s currently two areas: the Foggy Forest and the Abandoned Mine. I suggest doing the Abandoned Mine first. The Foggy Forest has some magic enemies so ranged weapons/equipment helps. Kiting (running away and attacking) is a great strategy...</p><p>The Ghostly Miner Foreman can be fought multiple times and gives good combat XP, and assuming you don&#39;t stand still, is pretty safe. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>Areas reload when you leave/return.</p><p>To save, sleep at the comfy bed. The game also saves when you die.</p><p>Listen to Advisor Grimm and Skeleton Miner Joe, they know what they&#39;re talking about.</p><p>You can move the save directory (LOVE) to %APPDATA% (e.g., <span class="source-code">C:<span class="k3">/</span>Users<span class="k3">/</span>Aaron<span class="k3">/</span>AppData<span class="k3">/</span>Roaming<span class="k3">/</span></span>) to try out a bunch of stuff out-of-the-box. The <b>Amulet of Yendor</b> is a debug item... Don&#39;t abuse it. And I wonder how you get it? <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> Hmm...</p><p><span class="remote-thumbnail"><span class="json">{"name":"Fo2IDea.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/1\/c161b5a794612d52015d9dd1e2e18102.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/1\/c161b5a794612d52015d9dd1e2e18102"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/c/1/c161b5a794612d52015d9dd1e2e18102-240.jpg" alt="Fo2IDea.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"2iB34L5.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/8\/8876d5ad4693bcdbbdc1be33deb7c7af.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/8\/8876d5ad4693bcdbbdc1be33deb7c7af"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/8/8/8876d5ad4693bcdbbdc1be33deb7c7af-240.jpg" alt="2iB34L5.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"o86JYoX.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/3\/b301c9d58f8b30a664222e96af3c0ee8.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/3\/b301c9d58f8b30a664222e96af3c0ee8"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/b/3/b301c9d58f8b30a664222e96af3c0ee8-240.jpg" alt="o86JYoX.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"PGsaz3Q.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/b\/db8c28a2dd248352500ceb8852d6b430.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/b\/db8c28a2dd248352500ceb8852d6b430"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/b/db8c28a2dd248352500ceb8852d6b430-240.jpg" alt="PGsaz3Q.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"v84hxQ6.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/4\/444e77e5899f06590a287e783a6a0a45.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/4\/444e77e5899f06590a287e783a6a0a45"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/4/4/444e77e5899f06590a287e783a6a0a45-240.jpg" alt="v84hxQ6.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"vOAhvFC.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/c\/3c9ceaf2c131e4f371d245eb792a989e.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/c\/3c9ceaf2c131e4f371d245eb792a989e"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/3/c/3c9ceaf2c131e4f371d245eb792a989e-240.jpg" alt="vOAhvFC.png" width="240" height="135" /></span></p><p><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/6/d62acd3e7daec7cddd4cce38aec70716.gif" alt="o5QRsUC.gif" width="98" height="140" /></p><p>(The GIF looks dumb so <a href="https://i.imgur.com/o5QRsUC.gif">here&#39;s a link.</a>)</p><p>You can download it here: <a href="https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181207/itsyrealm-fuse.zip">https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181207/itsyrealm-fuse.zip</a></p><p>The zip is 18 MB so Allegro.cc yells at me.
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Fri, 07 Dec 2018 19:26:35 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hello Aaron</p><p>I ran this on Windows 10 and it worked beautifully! Congratulations so far, it&#39;s really smooth, it feels like it could grow into something huge! Everything worked really well, I enjoyed talking to the various characters, but was upset I couldn&#39;t waste all money after I withdrew it all from the banker!</p><p>I got killed pretty quickly after entering the dungeon, but I didn&#39;t take any food, I just stormed in after getting my free axe and mallet from....that guy.</p><p>I will try again tomorrow when I have more time, but my initial response is that I thought it worked beautifully,  and I look forward to killing those skeletons.....and red gloves and boots so I can look like me <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Dizzy Egg)</author>
		<pubDate>Sat, 08 Dec 2018 07:32:51 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thank you!</p><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/617654/1040369#target">Dizzy Egg</a> said:</div><div class="quote"><p> Everything worked really well, I enjoyed talking to the various characters, but was upset I couldn&#39;t waste all money after I withdrew it all from the banker!</p></div></div><p>There&#39;s a general store owner near the banker who sells some useful tools &amp; supplies for crafting and fletching, but unless you&#39;re making a lot of magic/ranged armor, you probably won&#39;t run out of coins.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p> I got killed pretty quickly after entering the dungeon, but I didn&#39;t take any food, I just stormed in after getting my free axe and mallet from....that guy.</p></div></div><p>There&#39;s a helpful guy named Joe in the dungeon who will give you food. If you run away from the Skelementals, they&#39;ll stop following you. Just keep going further into the dungeon and you&#39;ll come across him.</p><p>The ideal order is the Squid (since it gives food) -&gt; Abandoned Mine -&gt; Foggy Forest, but I haven&#39;t added the Squid yet.
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sat, 08 Dec 2018 08:31:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Where&#39;s the Linux build? <img src="http://www.allegro.cc/forums/smileys/angry.gif" alt="&gt;:(" />
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		<author>no-reply@allegro.cc (bamccaig)</author>
		<pubDate>Sat, 08 Dec 2018 10:31:00 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;m more concerned with getting a game working than getting the game working on Linux at this point in time.</p><p>I&#39;ve spent over <s>2,000</s>1,000 hours on it in the last 9 months and have another 10,000-20,000, so priorities.</p><p><b>edit:</b> I&#39;m working on an &quot;Alpha #2b&quot; that helps guide the player along before I begin work on the Port / final dungeon. If anyone has suggestions feel free to open an issue: <a href="https://github.com/aaronbolyard/itsyscape/issues">https://github.com/aaronbolyard/itsyscape/issues</a>
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sun, 09 Dec 2018 00:11:37 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I found Joe and filled up on food, I also managed to disguise myself <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> then I took out the big guy and returned the items to...I forget his name. I can&#39;t work out how to make weapons though! I started a fire so....that&#39;s a start! <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (Dizzy Egg)</author>
		<pubDate>Sun, 09 Dec 2018 05:51:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The hatchet and pickaxe are the only melee weapons right now, <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=";D" border="0" />.</p><p>Magic weapons can be made with wood (right-click on wood and craft). It requires level 2 crafting to make a wand, level 6 for a staff. Armor requires blue cotton, thread, and air runes (you can make runes from unfocused runes in the Foggy Forest at the Air obelisk). Blue cotton is a common drop from wood nymphs. Requires 2-6 crafting for a full set.</p><p>Ranged weapons are bit more complicated: you need bowstring, which is made from spinning flax. You can find flax in the foggy forest. With bowstring, you can right-click &quot;craft&quot; on logs and it should show you your options. The bow requires level 1 fletching, the longbow level 5. Bows requires arrows, which are made from feathers, arrowshafts (cut from logs), and arrowheads (made from bars). Armor is made from cow hide (mooish leather) and thread. Requires 2-6 crafting for a full set.</p><p>I&#39;m going to add peeps that explain all this in the tutorial.
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sun, 09 Dec 2018 06:33:50 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Aha! I definitely need a bow and some armour! Cool, I&#39;ll try that tomorrow!</p><p>You should be really proud of where you have gotten so far - I&#39;ve tried to develop games and have never gotten this far, so props man, keep up the stellar work!</p><p>EDIT: One of the things I find a &quot;bit&quot; frustrating is when I right click on an enemy to choose attack but because of their movement or mine, the menu vanishes too quickly!! This maybe a difficulty consideration purposely inflicted, in which case, ok! But it would be nice if it would have a small delay, so only vanished if the enemy moved too far from the menu, or a half second timeout?</p><p>EDIT: I got stuck in the water!!!</p><p><span class="remote-thumbnail"><span class="json">{"name":"611795","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/c\/dcc79a82ec5f4ca0176b1deea54398a9.jpg","w":1282,"h":752,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/c\/dcc79a82ec5f4ca0176b1deea54398a9"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/c/dcc79a82ec5f4ca0176b1deea54398a9-240.jpg" alt="611795" width="240" height="140" /></span>
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		<author>no-reply@allegro.cc (Dizzy Egg)</author>
		<pubDate>Sun, 09 Dec 2018 08:16:07 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>1. The poke menu (what pops up when you right click) closes if you move the mouse away from it. I can add a delay before it closes.</p><p>2. I&#39;m sorry about that! Hope you didn&#39;t lose much progress. Do you know where you were roughly standing and where you clicked to go? I think the solution would be to &quot;push&quot; the player back if they happen to step on an impassable tile (like water).</p><p><b>*edit:</b>* oh my gosh I love you. You showed me a test case I couldn&#39;t reproduce consistently, where tiles previously impassable became passable for no reason.</p><p>The reason? Static props from a previous map popped the impassable flag <b>*after the new map was loaded</b>*. So say I marked the tile (10, 10) impassable in the map editor (call this Map A). Then, in a connecting map, there&#39;s an static, impassable prop at (10, 10); call this Map B. When I went from Map B to Map A, the impassable flag was popped <i>after Map A was loaded</i>.</p><p>I&#39;ve been working on all the issues brought forth by Dizzy and my brother on my GitHub. For example, I added a skill guide:</p><p><span class="remote-thumbnail"><span class="json">{"name":"097QAdj.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/23efcdae980336592cb0d149ad36e022.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/23efcdae980336592cb0d149ad36e022"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/2/3/23efcdae980336592cb0d149ad36e022-240.jpg" alt="097QAdj.png" width="240" height="135" /></span>
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Tue, 11 Dec 2018 04:45:59 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I still want continuous LMB walking. Having to click on every waypoint sucks. I can guide the little fella by myself...</p><p>I like the skill guide. Maybe you could incorporate the idea of recipes? Having to find the recipe before you can craft something?
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Tue, 11 Dec 2018 17:14:27 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>That feature is a lot more complicated since everything works on the current &quot;you&#39;re following a determined path&quot; kind of logic (e.g., combat). It&#39;s a complete break from how the player works vs literally everything else.</p><p>Blueprints are easy to add, they&#39;d either be an item or new resource type added to the GameDB and then used as a requirement for the action. It&#39;s very flexible. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> All the skill guide info is pulled from the GameDB.
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Tue, 11 Dec 2018 17:36:09 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You see, over engineering your game does have benefits in the long run!
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Tue, 11 Dec 2018 18:59:45 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Right, I have to ask, cos I&#39;m a very busy man, my current work commitments mean I literally get a couple of hours to myself a day, which is fine, I&#39;m not complaining about that! But is there anything I&#39;d doing wrong in not succeeding in the forest - when I have a go at the tree, I don&#39;t stand a chance against those little nymphs, I have a longbow, and arrows, I have 14 health.....should I level up more? Or am I missing something.....usually I&#39;d figure it out but like I say, time time time!
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		<author>no-reply@allegro.cc (Dizzy Egg)</author>
		<pubDate>Wed, 12 Dec 2018 05:58:13 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/617654/1040420#target">Dizzy Egg</a> said:</div><div class="quote"><p> Right, I have to ask, cos I&#39;m a very busy man, my current work commitments mean I literally get a couple of hours to myself a day, which is fine, I&#39;m not complaining about that! But is there anything I&#39;d doing wrong in not succeeding in the forest - when I have a go at the tree, I don&#39;t stand a chance against those little nymphs, I have a longbow, and arrows, I have 14 health.....should I level up more? Or am I missing something.....usually I&#39;d figure it out but like I say, time time time! </p></div></div><p>The new update (below) addresses this. First, get some food from Skeleton Miner Joe (4-6 cave potatoes is more than enough). Then make a bow and about 50 arrows. Use leather armor, if you can.</p><p>When you attack a nymph, run away. You&#39;ll keep shooting arrows, and the nymph will try to keep up, but it&#39;ll usually be out of range which means you take a lot less damage.</p><p>If you&#39;re still having a hard time let me know! I&#39;ll make the nymphs slower and/or weaker.</p><p>Alpha #2a:</p><ul><li><p>Clean up shop UI
</p></li><li><p>Attack while walking while using ranged / magic
</p></li><li><p>Show indicator when performing action vs walking
</p></li><li><p>Hide ribbon tab when certain blocking interfaces are open
</p></li><li><p>Add tutor NPCs around Isabelle Island
</p></li><li><p>Show stat info (XP, etc) on hover
</p></li><li><p>Add skill guides
</p></li><li><p>Add Idromancer</p></li></ul><p><span class="remote-thumbnail"><span class="json">{"name":"611801","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/9\/19cd7e77bf9b7c54861982f197682639.png","w":265,"h":300,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/9\/19cd7e77bf9b7c54861982f197682639"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/1/9/19cd7e77bf9b7c54861982f197682639-240.jpg" alt="611801" width="240" height="271" /></span></p><p><a href="https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181211/itsyrealm-fuse.zip">Download here!</a></p><p>...</p><p><b>*edit 12/13:</b>* I added some more clothing styles:</p><p><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/e/4/e46eb7ebbc3952ad2bc5d8129f64ecd9.png" alt="wTeDNAo.png" width="228" height="267" /></p><p>I also added some major optimizations to rendering (frustum culling &amp; scene graph traversal in C++) which is a 20+ FPS boost depending on your hardware.</p><p>It&#39;s not published as a release yet.
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Fri, 14 Dec 2018 09:59:01 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>This is really great work. Keep it up.
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		<author>no-reply@allegro.cc (bamccaig)</author>
		<pubDate>Fri, 14 Dec 2018 10:27:23 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hello, I&#39;m currently levelling up my smelting/smithing, and I found a couple of things that hopefully will be helpful, one is that Skeleteon Joe got stuck:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611804","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/5\/75e0fdc76d375ced51dc0a0c36fb5913.png","w":1281,"h":751,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/5\/75e0fdc76d375ced51dc0a0c36fb5913"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/7/5/75e0fdc76d375ced51dc0a0c36fb5913-240.jpg" alt="611804" width="240" height="140" /></span></p><p>And then I can consistently get stuck, if I walk from the smelting room towards Joes area, and click on &quot;mine copper&quot; before I get around the corner, I can get stuck:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611805","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d213d5bb4f9f371fd06e974d39d1f45a.png","w":1286,"h":754,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d213d5bb4f9f371fd06e974d39d1f45a"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/2/d213d5bb4f9f371fd06e974d39d1f45a-240.jpg" alt="611805" width="240" height="140" /></span></p><p>It&#39;s not the end of the world because I can easily click away from the corner and manouvre around, just thought you&#39;d like to know....also a skelemental killed the smith! He was back when I exited the cave and came back down though <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" /></p><p>Love the new guides by the way, really makes the difference!</p><p><b>EDIT:</b></p><p>Skeleteon Joe doesn&#39;t come unstuck when I exit/leave, he&#39;s obviously in trouble!!! He still gives up potatoes though, so I&#39;ll leave him be for now <img src="http://www.allegro.cc/forums/smileys/tongue.gif" alt=":P" />
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		<author>no-reply@allegro.cc (Dizzy Egg)</author>
		<pubDate>Sat, 15 Dec 2018 07:50:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I think I fixed some of the walking diagonal bugs in my latest git version. There&#39;s like 1-2 random edge cases that are still hard to replicate but they&#39;re unrelated. I&#39;ll package up a release tomorrow!</p><p>I also added red boots / gloves as a thank you. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> You can talk to the Idromancer to change your look.</p><p><b>edit:</b> Here you go, Dizzy Egg: <a href="https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181214/itsyrealm-fuse.zip">https://github.com/aaronbolyard/itsyscape/releases/download/alpha-20181214/itsyrealm-fuse.zip</a></p><p>let me know if Joe gets unstuck!
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		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sat, 15 Dec 2018 08:38:31 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;ll try and play this tomorrow. Does it work on XP? Does it use allegro at all?
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sat, 15 Dec 2018 16:17:23 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It may work with Windows XP SP3, you&#39;ll probably have to download this, though: <a href="https://www.microsoft.com/en-us/download/details.aspx?id=48145">https://www.microsoft.com/en-us/download/details.aspx?id=48145</a> (It&#39;s in the README).</p><p>It uses (a custom fork) of Love2D which does not use Allegro, unfortunately.</p><p>...</p><p><b>edit:</b></p><p><span class="remote-thumbnail"><span class="json">{"name":"eTEiJub.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/9\/59b6afd031ce918964be17ad36ae1e83.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/9\/59b6afd031ce918964be17ad36ae1e83"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/5/9/59b6afd031ce918964be17ad36ae1e83-240.jpg" alt="eTEiJub.png" width="240" height="135" /></span></p><p>I&#39;m on a boat.</p><p>...</p><p><b>edit:</b><br /><span class="remote-thumbnail"><span class="json">{"name":"ajGnGqC.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/8\/9871b739f0bb4d768342eb87d38aef42.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/8\/9871b739f0bb4d768342eb87d38aef42"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/9/8/9871b739f0bb4d768342eb87d38aef42-240.jpg" alt="ajGnGqC.png" width="240" height="135" /></span></p><p>spooky scary squids
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Tue, 18 Dec 2018 09:20:06 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Bump. I just got my laptop back. I&#39;ll try it tomorrow. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sun, 23 Dec 2018 07:57:07 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I added the squid encounter and a skeleton of Port Isabelle. Think of it as &quot;Pre-Alpha #3.&quot; Haha.</p><p><span class="remote-thumbnail"><span class="json">{"name":"EFsKfB8.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/0\/e00cdaa0e85d39c4135b2f0f1b84153f.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/0\/e00cdaa0e85d39c4135b2f0f1b84153f"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/e/0/e00cdaa0e85d39c4135b2f0f1b84153f-240.jpg" alt="EFsKfB8.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"Nhqd9e7.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/9\/997e07f19bd86beea1e205e020974403.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/9\/997e07f19bd86beea1e205e020974403"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/9/9/997e07f19bd86beea1e205e020974403-240.jpg" alt="Nhqd9e7.png" width="240" height="135" /></span></p><p>You can download it <a href="https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20181225">here</a>.</p><p>The TODO list for Alpha 3 is still pretty big, but in short:</p><ul><li><p>Fishing / Cooking skills (items, actions, etc)
</p></li><li><p>Various NPCs in Port Isabelle (tutor, shop owner, Jenkin&#39;s wife).
</p></li><li><p>Finish the weapons (cane for magic, boomerang for ranged, and mace / longsword / dagger for melee)
</p></li><li><p>Selling to shops
</p></li><li><p>XP rewarded is based on damage dealt (i.e., 3 damage to a 10 hp monster would reward 30% XP, not the full 100% as it is now)</p></li></ul><p>...and numerous miscellaneous things like adding drops to zombis and more chickens. (Wow!)</p><p>I wander what happens if you let the sailors die? <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> Maybe that have a cool drop...</p><p><b>*edit:</b>*</p><p>Well I added:</p><ul><li><p>Fishing / Cooking skills
</p></li><li><p>Fishing shop
</p></li><li><p>Rewards for slaying Mn&#39;thrw</p></li></ul><p><span class="remote-thumbnail"><span class="json">{"name":"8TFEoHJ.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/8\/18724347ec1f04d7bbd2732d9c57cce7.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/8\/18724347ec1f04d7bbd2732d9c57cce7"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/1/8/18724347ec1f04d7bbd2732d9c57cce7-240.jpg" alt="8TFEoHJ.png" width="240" height="135" /></span></p><p>Get it <a href="https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20181225">here</a>!
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Wed, 26 Dec 2018 10:40:59 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Looking better and better. :droll:
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Niunio)</author>
		<pubDate>Wed, 26 Dec 2018 18:31:40 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I tested it, and got a little bug:</p><p>When talking to Crafter Susie, using the scroll wheel to look at the item also make the entire viewpoint moving.</p><p>Edit:</p><p>I can&#39;t scroll in my inventory, and I don&#39;t know when it&#39;s full !</p><p>Edit: some kind of notification when leveling would be nice :-)
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Wed, 26 Dec 2018 20:08:38 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>You only have 28 inventory slots. You&#39;ll have to drop, bank, sell, or craft items if you hit 28. If you try and obtain resources beyond that point they&#39;ll just be wasted. There&#39;s easily accessible banks in the Abandoned Mine, near the furnace; at Port Isabelle, near the bed; and in Isabelle Tower, in the north-eastern-most room.</p><p>In the future, resources obtained past your inventory limit will drop to the ground.</p><p>I will fix the scrolling issue.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Wed, 26 Dec 2018 21:24:01 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I got a real issue while trying to collect the things in the reward chest in the mines</p><div class="spoiler"><p>
Error</p><p>ItsyScape/Common/Callback.lua:18: ItsyScape/Game/ItemBroker.lua:973: item not in broker<br />stack traceback:<br />[C]: in function &#39;assert&#39;<br />ItsyScape/Game/ItemBroker.lua:973: in function &#39;getItemProvider&#39;<br />ItsyScape/Game/BankInventoryProvider.lua:34: in function &#39;deposit&#39;<br />ItsyScape/UI/Interfaces/RewardChestController.lua:109: in function &#39;collect&#39;<br />ItsyScape/UI/Interfaces/RewardChestController.lua:58: in function &#39;poke&#39;<br />ItsyScape/Game/LocalModel/UI.lua:28: in function &#39;sendPoke&#39;<br />ItsyScape/UI/Interfaces/RewardChest.lua:97: in function &lt;ItsyScape/UI/Interfaces/RewardChest.lua:96&gt;<br />[C]: in function &#39;xpcall&#39;<br />ItsyScape/Common/Callback.lua:86: in function &#39;onClick&#39;<br />ItsyScape/UI/Button.lua:46: in function &#39;mouseRelease&#39;<br />ItsyScape/UI/WidgetInputProvider.lua:159: in function &#39;mouseRelease&#39;<br />ItsyScape/Application.lua:248: in function &#39;mouseRelease&#39;<br />ItsyScape/DemoApplication.lua:94: in function &#39;mouseRelease&#39;<br />main.lua:92: in function &lt;main.lua:90&gt;<br />boot.lua:503: in function &lt;boot.lua:493&gt;<br />[C]: in function &#39;xpcall&#39;<br />boot.lua:657: in function &lt;boot.lua:630&gt;</p><p>Traceback</p><p>[C]: in function &#39;error&#39;<br />ItsyScape/Common/Callback.lua:18: in function &#39;errorHandler&#39;<br />ItsyScape/Common/Callback.lua:73: in function &#39;process&#39;<br />ItsyScape/Common/Callback.lua:86: in function &#39;onClick&#39;<br />ItsyScape/UI/Button.lua:46: in function &#39;mouseRelease&#39;<br />ItsyScape/UI/WidgetInputProvider.lua:159: in function &#39;mouseRelease&#39;<br />ItsyScape/Application.lua:248: in function &#39;mouseRelease&#39;<br />ItsyScape/DemoApplication.lua:94: in function &#39;mouseRelease&#39;<br />main.lua:92: in function &lt;main.lua:90&gt;<br />[C]: in function &#39;xpcall&#39;
</p></div><p>

Edit:</p><p>Got this one while trying to eat some medics when reaching zero life:
</p><div class="spoiler"><p>
Error</p><p>ItsyScape/Game/ItemBroker.lua:991: provider does not exist</p><p>Traceback</p><p>[C]: in function &#39;assert&#39;<br />ItsyScape/Game/ItemBroker.lua:991: in function &#39;iterateItemsByKey&#39;<br />ItsyScape/Game/LocalModel/Stage.lua:691: in function &#39;getItemsAtTile&#39;<br />ItsyScape/Game/Probe.lua:187: in function &#39;loot&#39;<br />ItsyScape/Game/Probe.lua:112: in function &#39;callback&#39;<br />ItsyScape/Game/LocalModel/Stage.lua:858: in function &#39;update&#39;<br />ItsyScape/Game/LocalModel/Game.lua:73: in function &#39;update&#39;<br />ItsyScape/Application.lua:222: in function &#39;func&#39;<br />ItsyScape/Application.lua:117: in function &#39;measure&#39;<br />ItsyScape/Application.lua:222: in function &#39;update&#39;<br />main.lua:80: in function &#39;update&#39;<br />[C]: in function &#39;xpcall&#39;
</p></div><p>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Wed, 26 Dec 2018 21:38:50 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I fixed the issue with the reward chest in the mine. The short of it was I was transferring items and then trying to transfer them again which is a no-no. I&#39;d rather the game crash than have duping bugs...</p><p>...but I have no idea how you got that error while eating.</p><p>The call stack in the snippet you posted is in the probe system (e.g., when you left / right click on the game world). Are you able to replicate it, and if so, can you give instructions and/or a video?</p><p><b>edit:</b> ok I was able to replicate it, it&#39;s a race condition when unloading maps. The ground inventory is removed before the ground entity reference in the stage. I should be able to fix it quickly enough.</p><p><b>edit 2:</b> ok I fixed it.</p><p>I&#39;ll do a test play though to find any bugs and then post an updated version.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Wed, 26 Dec 2018 22:14:08 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I&#39;m going to continue my explorations today and keep you informed ^^</p><p>Edit: btw can you release a new binary pack ? I would love to finish and collect the chest !
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Thu, 27 Dec 2018 14:32:36 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p><a href="http://aaronbolyard.com/file_download/17/itsyrealm-fuse.zip">Here&#39;s the latest update with all those fixes.</a></p><p>I haven&#39;t thoroughly tested it so there may be more bugs.</p><p>I also added a boomerang and three new melee weapons (dagger, mace, and longsworD).
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Thu, 27 Dec 2018 20:16:19 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Crashed when trying to kill the evil three (previous version) I was eating items to keep me alive while the ghouls where around
</p><div class="spoiler"><p>
Error</p><p>ItsyScape/Game/ItemBroker.lua:991: provider does not exist</p><p>Traceback</p><p>[C]: in function &#39;assert&#39;<br />ItsyScape/Game/ItemBroker.lua:991: in function &#39;iterateItemsByKey&#39;<br />ItsyScape/Game/LocalModel/Stage.lua:691: in function &#39;getItemsAtTile&#39;<br />ItsyScape/Game/Probe.lua:187: in function &#39;loot&#39;<br />ItsyScape/Game/Probe.lua:112: in function &#39;callback&#39;<br />ItsyScape/Game/LocalModel/Stage.lua:858: in function &#39;update&#39;<br />ItsyScape/Game/LocalModel/Game.lua:73: in function &#39;update&#39;<br />ItsyScape/Application.lua:222: in function &#39;func&#39;<br />ItsyScape/Application.lua:117: in function &#39;measure&#39;<br />ItsyScape/Application.lua:222: in function &#39;update&#39;<br />main.lua:80: in function &#39;update&#39;<br />[C]: in function &#39;xpcall&#39;
</p></div><p>

Edit: updating to latest. I&#39;m a big fan of that game :-D Nice work, I&#39;m willing to help by submitting bugs ^^
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Thu, 27 Dec 2018 20:39:06 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Thank you, GullRaDriel! <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> Let me know if there&#39;s anything in the game you especially like. Have you tried defeating the squid yet? That&#39;s one of my favorite parts.</p><p>I released alpha #3!</p><p><span class="remote-thumbnail"><span class="json">{"name":"9NQL5tS.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/7\/27c3a361a84fef3f208605e66be36a61.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/7\/27c3a361a84fef3f208605e66be36a61"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/2/7/27c3a361a84fef3f208605e66be36a61-240.jpg" alt="9NQL5tS.png" width="240" height="135" /></span></p><p>Improvements since alpha #2a:</p><ul><li><p>All weapons are fleshed out between classes
</p></li><li><p>Fishing, cooking, and sailing skills
</p></li><li><p>Port Isabelle and Mn&#39;thrw
</p></li><li><p>More mobs &amp; drops
</p></li><li><p>Improvements to combat XP reward computation
</p></li><li><p><a href="https://imgur.com/fTscE9g">Projectiles!</a>
</p></li><li><p>Selling to shops
</p></li><li><p>Lots of bug fixes
</p></li><li><p>UI improvements </p></li></ul><p>Download it on the releases page: <a href="https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20181227">https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20181227</a></p><p>Enjoy! <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>There&#39;s just the final tutorial dungeon left (plus a few features like a hint system and maybe minimaps). Whoop.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Fri, 28 Dec 2018 04:01:00 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I defeated the squid, the evil three, made me a full bronze armor, a lot of craft and mining.<br />I also defeated the necromancer.<br />Is it normal that the state of the quests are not saved ? They keep respawning between loadings, even when dead.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Fri, 28 Dec 2018 14:10:53 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Yes, the tasks in the quest are repeatable. They give you items that are useful (high DPS, bad defense helmets) or other rewards (decent woodcutting/combat XP from the ancient driftwood; fish and other items and sailing XP from Mn&#39;thrw encounter; and unfocused runes from the ghostly miner foreman).</p><p>I have a few questions:</p><ol><li><p>Was combat intuitive?
</p></li><li><p>Did you know you can disengage from combat by clicking the &#39;run&#39; icon on the combat status HUD?
</p></li><li><p>Did you know you can attack while moving when using archery/magic? This gives you an advantage against enemies with lower range or slower enemies.
</p></li><li><p>Did you know you can change your stance, which changes how XP is awarded upon defeating enemies?
</p></li><li><p>Did you know how to use magic spells? If you have the runes for a spell (and the level requirements), it lights up on the spell menu. From there, you can select the spell. When active, and if &#39;Use Spell&#39; is toggled in the combat stance interface, you can then use that spell to fight.
</p></li><li><p>Do the skill guides help?
</p></li><li><p>Did you know you can click on a skill in your stats tab to see the skill guide for that skill?</p></li></ol><p>I think that&#39;s it! I&#39;m going to add a hint system that explains all this in detail.</p><p>...</p><p><div class="media-player youtube"><div style="margin: 1em 2em; background: url(/images/movie.png); width: 180px; height: 100px; text-align: center;"><a href="http://www.allegro.cc//www.youtube.com/watch?v=1zK4R8te_90" target="_blank"><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/object/c/6/c6975cc23285ac89b4ec6c859345788c.jpg" border="0" alt="video" title="Click to play video" /></a></div></div></p><p>am I a meme to you
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sat, 29 Dec 2018 05:06:54 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">A A Ron B Olyard said:</div><div class="quote"><p>
am I a meme to you(?)
</p></div></div><p>
Sorry, yes. <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" /></p><p>I&#39;m going to play this after New Year&#39;s, when KrampusHack is over. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 31 Dec 2018 23:10:59 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I created social media handles / accounts across all the major ones and oh my gosh is it a pain to keep them updated.</p><p>Also I&#39;ve been working on the High Chambers of Yendor (they mysteriously open up in the abandoned mines after you give Isabelle the artefacts, hmmm):</p><p><span class="remote-thumbnail"><span class="json">{"name":"pErRq2M.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/8\/c8eec03229d0adbd5ef343dd182b6741.png","w":640,"h":360,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/8\/c8eec03229d0adbd5ef343dd182b6741"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/c/8/c8eec03229d0adbd5ef343dd182b6741-240.jpg" alt="pErRq2M.png" width="240" height="135" /></span></p><p><span class="remote-thumbnail"><span class="json">{"name":"18ShAJ9.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/3\/e341aaaa02ecbf85d3f57f143a94ff84.png","w":640,"h":360,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/3\/e341aaaa02ecbf85d3f57f143a94ff84"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/e/3/e341aaaa02ecbf85d3f57f143a94ff84-240.jpg" alt="18ShAJ9.png" width="240" height="135" /></span></p><p>I also added lighting to the Abandoned Mine:</p><p><span class="remote-thumbnail"><span class="json">{"name":"MFZ70ib.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/7\/b7ed50e753d76e7b490f1603f0ef901a.png","w":640,"h":360,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/7\/b7ed50e753d76e7b490f1603f0ef901a"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/b/7/b7ed50e753d76e7b490f1603f0ef901a-240.jpg" alt="MFZ70ib.png" width="240" height="135" /></span></p><p>It looks a lot better...
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sun, 06 Jan 2019 08:10:18 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Impressive stuff! I will try to test it someday. Keep it up!
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc ( Arvidsson)</author>
		<pubDate>Tue, 08 Jan 2019 17:26:41 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>We&#39;ll play this as soon as I finish my Krampus hack.</p><p>Besides you come out with new versions faster than I produce a demo!<br /><img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Sun, 13 Jan 2019 03:47:35 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>If it makes you feel better I haven&#39;t posted a release with the High Chambers of Yendor or anything yet. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /> My next update will be in Feb/Mar when I release <b>the demo</b>. <img src="http://www.allegro.cc/forums/smileys/shocked.gif" alt=":o" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 14 Jan 2019 08:13:02 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Just a question what do you use for your Shadow casting technique?</p><p>I&#39;d like to add pervert X lighting to my 3D game but I&#39;m not sure how to go about it.</p><p>Let&#39;s try that again.</p><p>I&#39;d like to add per vertex lighting.</p><p>That&#39;s better stupid phone.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 14 Jan 2019 09:11:24 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I have a hybrid deferred/forward rendering system. The lighting model is re-implemented (and slightly different) on the deferred and forward passes.</p><p>This is my forward rendering shader:</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span><span class="p">#line 1</span>
<span class="number">  2</span>
<span class="number">  3</span><span class="c">////////////////////////////////////////////////////////////////////////////////</span>
<span class="number">  4</span><span class="c">// Resource/Renderer/Forward/Base.frag.glsl</span>
<span class="number">  5</span><span class="c">//</span>
<span class="number">  6</span><span class="c">// This file is a part of ItsyScape.</span>
<span class="number">  7</span><span class="c">//</span>
<span class="number">  8</span><span class="c">// This Source Code Form is subject to the terms of the Mozilla Public</span>
<span class="number">  9</span><span class="c">// License, v. 2.0. If a copy of the MPL was not distributed with this</span>
<span class="number"> 10</span><span class="c">// file, You can obtain one at http://mozilla.org/MPL/2.0/.</span>
<span class="number"> 11</span><span class="c">///////////////////////////////////////////////////////////////////////////////</span>
<span class="number"> 12</span><span class="c">//</span>
<span class="number"> 13</span><span class="c">// Based on code from Tom Dalling:</span>
<span class="number"> 14</span><span class="c">// https://www.tomdalling.com/blog/modern-opengl/08-even-more-lighting-directional-lights-spotlights-multiple-lights/</span>
<span class="number"> 15</span><span class="c">//</span>
<span class="number"> 16</span><span class="c">///////////////////////////////////////////////////////////////////////////////</span>
<span class="number"> 17</span>
<span class="number"> 18</span><span class="p">#define SCAPE_MAX_LIGHTS 16</span>
<span class="number"> 19</span>
<span class="number"> 20</span>varying vec3 frag_Position<span class="k2">;</span>
<span class="number"> 21</span>varying vec3 frag_Normal<span class="k2">;</span>
<span class="number"> 22</span>varying vec2 frag_Texture<span class="k2">;</span>
<span class="number"> 23</span>
<span class="number"> 24</span>uniform <span class="k1">int</span> scape_NumLights<span class="k2">;</span>
<span class="number"> 25</span>
<span class="number"> 26</span>uniform <span class="k1">struct</span> Light <span class="k2">{</span>
<span class="number"> 27</span>  vec4 position<span class="k2">;</span>
<span class="number"> 28</span>  vec3 color<span class="k2">;</span>
<span class="number"> 29</span>  <span class="k1">float</span> attenuation<span class="k2">;</span>
<span class="number"> 30</span>  <span class="k1">float</span> ambientCoefficient<span class="k2">;</span>
<span class="number"> 31</span>  <span class="k1">float</span> coneAngle<span class="k2">;</span>
<span class="number"> 32</span>  vec3 coneDirection<span class="k2">;</span>
<span class="number"> 33</span><span class="k2">}</span> scape_Lights<span class="k2">[</span>SCAPE_MAX_LIGHTS<span class="k2">]</span><span class="k2">;</span>
<span class="number"> 34</span>
<span class="number"> 35</span>vec3 scapeApplyLight<span class="k2">(</span>
<span class="number"> 36</span>  Light light,
<span class="number"> 37</span>  vec3 position,
<span class="number"> 38</span>  vec3 normal,
<span class="number"> 39</span>  vec3 color<span class="k2">)</span>
<span class="number"> 40</span><span class="k2">{</span>
<span class="number"> 41</span>  vec3 direction<span class="k2">;</span>
<span class="number"> 42</span>  <span class="k1">float</span> attenuation <span class="k3">=</span> <span class="n">1</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 43</span>  <span class="k1">if</span> <span class="k2">(</span>light.position.w <span class="k3">=</span><span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">)</span>
<span class="number"> 44</span>  <span class="k2">{</span>
<span class="number"> 45</span>    direction <span class="k3">=</span> normalize<span class="k2">(</span>light.position.xyz<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 46</span>    attenuation <span class="k3">=</span> <span class="n">1</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 47</span>  <span class="k2">}</span>
<span class="number"> 48</span>  <span class="k1">else</span>
<span class="number"> 49</span>  <span class="k2">{</span>
<span class="number"> 50</span>    vec3 lightSurfaceDifference <span class="k3">=</span> light.position.xyz <span class="k3">-</span> position<span class="k2">;</span>
<span class="number"> 51</span>    direction <span class="k3">=</span> normalize<span class="k2">(</span>lightSurfaceDifference<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 52</span>    <span class="k1">float</span> lightSurfaceDistance <span class="k3">=</span> length<span class="k2">(</span>lightSurfaceDifference<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 53</span>    attenuation <span class="k3">=</span> light.attenuation <span class="k3">/</span> lightSurfaceDistance<span class="k2">;</span>
<span class="number"> 54</span>
<span class="number"> 55</span>    <span class="k1">float</span> dot <span class="k3">=</span> dot<span class="k2">(</span><span class="k3">-</span>direction, normalize<span class="k2">(</span>light.coneDirection<span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 56</span>    <span class="k1">float</span> lightToSurfaceAngle <span class="k3">=</span> degrees<span class="k2">(</span><a href="http://www.delorie.com/djgpp/doc/libc/libc_40.html" target="_blank">acos</a><span class="k2">(</span>dot<span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 57</span>    <span class="k1">if</span> <span class="k2">(</span>lightToSurfaceAngle <span class="k3">&gt;</span> light.coneAngle<span class="k2">)</span>
<span class="number"> 58</span>    <span class="k2">{</span>
<span class="number"> 59</span>      attenuation <span class="k3">=</span> <span class="n">0</span>.<span class="n">0</span><span class="k2">;</span>
<span class="number"> 60</span>    <span class="k2">}</span>
<span class="number"> 61</span>  <span class="k2">}</span>
<span class="number"> 62</span>
<span class="number"> 63</span>  vec3 ambient <span class="k3">=</span> light.ambientCoefficient <span class="k3">*</span> color <span class="k3">*</span> light.color<span class="k2">;</span>
<span class="number"> 64</span>  <span class="k1">float</span> diffuseCoefficient <span class="k3">=</span> max<span class="k2">(</span><span class="n">0</span>.<span class="n">0</span>, dot<span class="k2">(</span>normal, direction<span class="k2">)</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 65</span>  vec3 diffuse <span class="k3">=</span> diffuseCoefficient <span class="k3">*</span> color <span class="k3">*</span> light.color<span class="k2">;</span>
<span class="number"> 66</span>
<span class="number"> 67</span>  <span class="k1">return</span> attenuation <span class="k3">*</span> diffuse <span class="k3">+</span> ambient<span class="k2">;</span>
<span class="number"> 68</span><span class="k2">}</span>
<span class="number"> 69</span>
<span class="number"> 70</span>vec4 performEffect<span class="k2">(</span>vec4 color, vec2 textureCoordinate<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 71</span>
<span class="number"> 72</span>vec4 effect<span class="k2">(</span>
<span class="number"> 73</span>  vec4 color,
<span class="number"> 74</span>  Image texture,
<span class="number"> 75</span>  vec2 textureCoordinate,
<span class="number"> 76</span>  vec2 screenCoordinate<span class="k2">)</span>
<span class="number"> 77</span><span class="k2">{</span>
<span class="number"> 78</span>  vec4 diffuse <span class="k3">=</span> performEffect<span class="k2">(</span>color, frag_Texture<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 79</span>  <span class="k1">float</span> alpha <span class="k3">=</span> diffuse.a <span class="k3">*</span> color.a<span class="k2">;</span>
<span class="number"> 80</span>
<span class="number"> 81</span>  <span class="k1">if</span> <span class="k2">(</span>alpha <span class="k3">&lt;</span> <span class="n">0</span>.<span class="n">1</span><span class="k2">)</span>
<span class="number"> 82</span>  <span class="k2">{</span>
<span class="number"> 83</span>    discard<span class="k2">;</span>
<span class="number"> 84</span>  <span class="k2">}</span>
<span class="number"> 85</span>
<span class="number"> 86</span>  vec3 result <span class="k3">=</span> vec3<span class="k2">(</span><span class="n">0</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 87</span>  <span class="k1">for</span> <span class="k2">(</span><span class="k1">int</span> i <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span> i <span class="k3">&lt;</span> scape_NumLights<span class="k2">;</span> <span class="k3">+</span><span class="k3">+</span>i<span class="k2">)</span>
<span class="number"> 88</span>  <span class="k2">{</span>
<span class="number"> 89</span>    result <span class="k3">+</span><span class="k3">=</span> scapeApplyLight<span class="k2">(</span>
<span class="number"> 90</span>      scape_Lights<span class="k2">[</span>i<span class="k2">]</span>,
<span class="number"> 91</span>      frag_Position,
<span class="number"> 92</span>      frag_Normal,
<span class="number"> 93</span>      diffuse.rgb<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 94</span>  <span class="k2">}</span>
<span class="number"> 95</span>
<span class="number"> 96</span>  <span class="k1">return</span> vec4<span class="k2">(</span>result.rgb, diffuse.a <span class="k3">*</span> color.a<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 97</span><span class="k2">}</span>
</div></div><p>

(Forward rendering is unaffected by fog.)</p><p>Fog is used (sometimes heavily) in certain areas and is implemented in the deferred pass:</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span><span class="p">#line 1</span>
<span class="number">  2</span>
<span class="number">  3</span><span class="c">////////////////////////////////////////////////////////////////////////////////</span>
<span class="number">  4</span><span class="c">// Resource/Renderer/Deferred/Fog.frag.glsl</span>
<span class="number">  5</span><span class="c">//</span>
<span class="number">  6</span><span class="c">// This file is a part of ItsyScape.</span>
<span class="number">  7</span><span class="c">//</span>
<span class="number">  8</span><span class="c">// This Source Code Form is subject to the terms of the Mozilla Public</span>
<span class="number">  9</span><span class="c">// License, v. 2.0. If a copy of the MPL was not distributed with this</span>
<span class="number"> 10</span><span class="c">// file, You can obtain one at http://mozilla.org/MPL/2.0/.</span>
<span class="number"> 11</span><span class="c">///////////////////////////////////////////////////////////////////////////////</span>
<span class="number"> 12</span>
<span class="number"> 13</span>uniform Image scape_PositionTexture<span class="k2">;</span>
<span class="number"> 14</span>
<span class="number"> 15</span>uniform vec2 scape_FogParameters<span class="k2">;</span>
<span class="number"> 16</span>uniform vec3 scape_FogColor<span class="k2">;</span>
<span class="number"> 17</span>uniform vec3 scape_CameraEye<span class="k2">;</span>
<span class="number"> 18</span>
<span class="number"> 19</span>vec4 effect<span class="k2">(</span>
<span class="number"> 20</span>  vec4 color,
<span class="number"> 21</span>  Image texture,
<span class="number"> 22</span>  vec2 textureCoordinate,
<span class="number"> 23</span>  vec2 screenCoordinate<span class="k2">)</span>
<span class="number"> 24</span><span class="k2">{</span>
<span class="number"> 25</span>  vec3 position <span class="k3">=</span> Texel<span class="k2">(</span>scape_PositionTexture, textureCoordinate<span class="k2">)</span>.xyz <span class="k3">-</span> scape_CameraEye<span class="k2">;</span>
<span class="number"> 26</span>  <span class="k1">float</span> length <span class="k3">=</span> length<span class="k2">(</span>position<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 27</span>  <span class="k1">float</span> factor <span class="k3">=</span> <span class="n">1</span>.<span class="n">0</span> <span class="k3">-</span> clamp<span class="k2">(</span><span class="k2">(</span>scape_FogParameters.y <span class="k3">-</span> length<span class="k2">)</span> <span class="k3">/</span> <span class="k2">(</span>scape_FogParameters.y <span class="k3">-</span> scape_FogParameters.x<span class="k2">)</span>, <span class="n">0</span>.<span class="n">0</span>, <span class="n">1</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 28</span>
<span class="number"> 29</span>  <span class="k1">return</span> vec4<span class="k2">(</span>scape_FogColor <span class="k3">*</span> factor, factor<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 30</span><span class="k2">}</span>
</div></div><p>

I walk the scene graph and collect the lights into buckets (point light, directional light, etc), then either render the lights (if deferred) or pass the parameters when drawing the nodes (if forward).</p><p>The lights in deferred are full screen effects, if necessary I&#39;ll optimize it in the future. For example, here is a point light shader:</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span><span class="p">#line 1</span>
<span class="number">  2</span>
<span class="number">  3</span><span class="c">////////////////////////////////////////////////////////////////////////////////</span>
<span class="number">  4</span><span class="c">// Resource/Renderer/Deferred/DirectionalLight.frag.glsl</span>
<span class="number">  5</span><span class="c">//</span>
<span class="number">  6</span><span class="c">// This file is a part of ItsyScape.</span>
<span class="number">  7</span><span class="c">//</span>
<span class="number">  8</span><span class="c">// This Source Code Form is subject to the terms of the Mozilla Public</span>
<span class="number">  9</span><span class="c">// License, v. 2.0. If a copy of the MPL was not distributed with this</span>
<span class="number"> 10</span><span class="c">// file, You can obtain one at http://mozilla.org/MPL/2.0/.</span>
<span class="number"> 11</span><span class="c">///////////////////////////////////////////////////////////////////////////////</span>
<span class="number"> 12</span>
<span class="number"> 13</span>uniform Image scape_PositionTexture<span class="k2">;</span>
<span class="number"> 14</span>
<span class="number"> 15</span>uniform <span class="k1">float</span> scape_LightAttenuation<span class="k2">;</span>
<span class="number"> 16</span>uniform vec3 scape_LightPosition<span class="k2">;</span>
<span class="number"> 17</span>uniform vec3 scape_LightColor<span class="k2">;</span>
<span class="number"> 18</span>
<span class="number"> 19</span>vec4 effect<span class="k2">(</span>
<span class="number"> 20</span>  vec4 color,
<span class="number"> 21</span>  Image texture,
<span class="number"> 22</span>  vec2 textureCoordinate,
<span class="number"> 23</span>  vec2 screenCoordinate<span class="k2">)</span>
<span class="number"> 24</span><span class="k2">{</span>
<span class="number"> 25</span>  vec3 position <span class="k3">=</span> Texel<span class="k2">(</span>scape_PositionTexture, textureCoordinate<span class="k2">)</span>.xyz<span class="k2">;</span>
<span class="number"> 26</span>
<span class="number"> 27</span>  vec3 lightSurfaceDifference <span class="k3">=</span> scape_LightPosition <span class="k3">-</span> position<span class="k2">;</span>
<span class="number"> 28</span>  <span class="k1">float</span> attenuation <span class="k3">=</span> clamp<span class="k2">(</span><span class="n">1</span>.<span class="n">0</span> <span class="k3">-</span> length<span class="k2">(</span>lightSurfaceDifference<span class="k2">)</span> <span class="k3">/</span> scape_LightAttenuation, <span class="n">0</span>.<span class="n">0</span>, <span class="n">1</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 29</span>
<span class="number"> 30</span>  vec3 result <span class="k3">=</span> attenuation <span class="k3">*</span> attenuation <span class="k3">*</span> scape_LightColor<span class="k2">;</span>
<span class="number"> 31</span>  <span class="k1">return</span> vec4<span class="k2">(</span>result, <span class="n">1</span>.<span class="n">0</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 32</span><span class="k2">}</span>
</div></div><p>

I take the world-position from the &#39;scape_PositionTexture&#39; texture and perform the lighting calculation on it that way.</p><p>The only difference between vertex and per-pixel lighting is you do the calculation in the vertex stage (and thus the result is interpolated across the triangle, resulting in a retro look). I don&#39;t think that would work well with deferred lighting (like used in my game).
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 14 Jan 2019 09:46:19 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I did ask <img src="http://www.allegro.cc/forums/smileys/lipsrsealed.gif" alt=":-X" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 14 Jan 2019 09:51:01 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Lighting is just calculating the direction of a light relative to a surface to determine how light or dark it is, in the end it&#39;s just dot products and so on.</p><p>If you want something a bit less verbose than code I suggest <a href="https://learnopengl.com/Lighting/Basic-Lighting">https://learnopengl.com/Lighting/Basic-Lighting</a></p><p>Lighting is a very complex topic and my implementation is way overkill for my game.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 14 Jan 2019 09:55:49 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Thank you for the link. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 14 Jan 2019 10:10:21 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I fixed two major bugs.</p><p>There was a performance bug where opening/closing interfaces never removed the interface controller from the update list, resulting in 1. a memory leak 2. eroding performance as more interfaces were opened/closed. This was discovered when I kept opening/closing the rewards interface and the FPS kept going down.</p><p>This resulted in a GC/memory bug surfacing, which required me to properly use weak tables/weak_ptr to ensure scene nodes were deallocated properly. This also fixes a memory leak.</p><p>I&#39;m going to post a new release when I add an entrance to the High Chambers of Yendor. Currently you need to teleport there using the Amulet of Yendor, which ... means you need to steal the amulet from Isabelle using debug mode. Not ideal.</p><p>...</p><p><span class="remote-thumbnail"><span class="json">{"name":"jKInwme.gif","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/f\/ff4a36fcb9de3016f17e7a8a927b6f2b.gif","w":388,"h":315,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/f\/ff4a36fcb9de3016f17e7a8a927b6f2b"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/f/f/ff4a36fcb9de3016f17e7a8a927b6f2b-240.jpg" alt="jKInwme.gif" width="240" height="194" /></span></p><p>Done like dinner. Will package up a release later.</p><p>There&#39;s just one more bug I gotta fix at some point: sometimes an inventory isn&#39;t added to the item broker before it&#39;s accessed (probably some out-of-order initialization bug) so the game crashes between loading areas. Whoops. It&#39;s a very rare crash though, which makes it harder to diagnose.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Thu, 17 Jan 2019 18:02:53 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Aaron, I&#39;m interested in 3 things:<br />-How you do make the android port ?<br />-Do you plan an Ios port and if yes how ?<br />-The latest release FGS !   ;-)
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Thu, 17 Jan 2019 23:47:24 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>1. I compile my modified version of LOVE using the Android build script and add BMASHINA, Discworld, and nbunny as dependencies. Then I build the APK and install on my device. It&#39;s pretty unplayable since you can&#39;t right click or move the camera, though.</p><p>2. Yes, that is the plan. I&#39;m not sure how, I haven&#39;t developed for iOS before.</p><p>3. <a href="https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20190117">Here you go <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />.</a> If you&#39;ve given Isabelle all the items she requested, and then talked to her for your reward, you can access the High Chambers of Yendor by lighting the torches near Skeleton Miner Joe. Be prepared... Lots of food is a good idea, and bring two combat styles (ranged + something else is best). The rest is for you to figure out! It&#39;s probably very buggy I did minimal Q/A on the earlier areas.</p><p>...</p><p>Ooh prayers:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611859","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/b\/8b913b571d7ceaa974e58f865ca0adab.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/b\/8b913b571d7ceaa974e58f865ca0adab"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/8/b/8b913b571d7ceaa974e58f865ca0adab-240.jpg" alt="611859" width="240" height="135" /></span></p><p>Also spells show the requirements now if you hover:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611860","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/c\/bc4c0a9c380d8cb15f5fd2589f8fa6e5.png","w":305,"h":251,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/b\/c\/bc4c0a9c380d8cb15f5fd2589f8fa6e5"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/b/c/bc4c0a9c380d8cb15f5fd2589f8fa6e5-240.jpg" alt="611860" width="240" height="197" /></span></p><p>(That&#39;s a placeholder description used if one is missing. I haven&#39;t written any for spells.)
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 21 Jan 2019 17:58:53 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Ahh man, I need the j0rb pressure to ease off so I can get Itsy again! Probably another week, then I&#39;ll get stuck in....looks awesome! <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Dizzy Egg)</author>
		<pubDate>Tue, 22 Jan 2019 05:32:38 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I added the Nominomicon. Currently it only shows your quest progress but will be expanded in the future.</p><p><span class="remote-thumbnail"><span class="json">{"name":"611868","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d23164342329fa1bb11c9c65a76e478b.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d23164342329fa1bb11c9c65a76e478b"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/2/d23164342329fa1bb11c9c65a76e478b-240.jpg" alt="611868" width="240" height="135" /></span></p><p>You can download the latest version with the Nominomicon and various other fixes/improvements here: <a href="https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20190125">https://github.com/aaronbolyard/itsyscape/releases/tag/alpha-20190125</a></p><p>...</p><p>Haven&#39;t had much time (been doing a bit of work for others) but I managed to add some QOL updates:</p><p><span class="remote-thumbnail"><span class="json">{"name":"J3cmAhH.gif","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/d\/dd0fa7fab59129d99e560c006b37358b.gif","w":480,"h":320,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/d\/dd0fa7fab59129d99e560c006b37358b"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/d/dd0fa7fab59129d99e560c006b37358b-240.jpg" alt="J3cmAhH.gif" width="240" height="160" /></span></p><p>Tool tips &amp; combat levels. Mn&#39;thrw is level 106 for comparison. That&#39;s why you gotta use the cannons.</p><p>...</p><p>I did some numbers for fun since you can see combat levels now. Yendor will have level 500 stats across the board + 40,000 health which puts his combat level at a little over 20,000. If you killed Yendor dealing 100% of the damage yourself, you&#39;d get around 80,000,000 combat XP. Level 99 (the max) is 14,000,000 XP...</p><p>The Empty King is worse, they&#39;ll have level 1000 stats across the board + infinite health. I&#39;ll probably make an exception and have their combat level &#39;∞&#39;.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sun, 27 Jan 2019 18:13:56 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Super nice improvements, I&#39;ll be sure to play with them :-)
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Mon, 28 Jan 2019 02:54:08 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I&#39;ve been working on a website, I&#39;m hoping to get it up and running this week. It looks pretty nice. There&#39;s the website which is literally just two pages; the admin page which allows me to manage screenshots &amp; downloads; and the API which will enable developing a launcher.</p><p>I think it looks pretty good:</p><p><span class="remote-thumbnail"><span class="json">{"name":"I56eFCq.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/e\/8e2b6d509bf67108283b355d7c935b99.png","w":800,"h":522,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/e\/8e2b6d509bf67108283b355d7c935b99"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/8/e/8e2b6d509bf67108283b355d7c935b99-240.jpg" alt="I56eFCq.png" width="240" height="156" /></span></p><p>(Technical details: Build using Python/Flask. Admin side is a basic bootstrap site [because I&#39;m literally going to be the only use using it <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />].)</p><p>And so now I&#39;m working on adding a launcher. (Small lie: working on analytics then launcher). The launcher will download the latest version of the game (if necessary) and then launch it. It&#39;s going to be a simple C#/WinForms app so it shouldn&#39;t be too hard to port to Linux / macOS using Mono.</p><p>I&#39;ve had a few hundred downloads and only a handful of comments. Since I&#39;d like to try and approach publishers in the future, I need data on play time, retention, etc when I launch the demo. There will be an opt-out mechanism (just run ItsyRealm.exe with /f:anonymous at the command line; it&#39;s a one-off permanent request so long as you don&#39;t uninstall the game).</p><p>I&#39;m also adding a title screen and save select. This means multiple save files <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />.</p><p>Unfortunately I&#39;m going to need a code signing cert which runs upwards of $400 when I launch the demo so I don&#39;t have to deal with SmartScreen (that &#39;feature&#39; is just a racket of Microsoft pushing the UWP/Windows Store platform, <span class="cuss"><span>asshole</span></span>s) and have potential players freak out. But that&#39;s still about two months away...</p><p>It sucks, I want to be working on finishing the content but these little-big things need done at some point and I&#39;d rather get them out of the way.</p><p>tl;dr: website, launcher, analytics incoming over the next couple weeks. As far as content, title screen &amp; save select.</p><p><b>edit:</b> Wee title screen.</p><p><span class="remote-thumbnail"><span class="json">{"name":"611900","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/f\/dfba3d2e5480d224f5f3a8d41aa9f7fa.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/f\/dfba3d2e5480d224f5f3a8d41aa9f7fa"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/f/dfba3d2e5480d224f5f3a8d41aa9f7fa-240.jpg" alt="611900" width="240" height="135" /></span></p><p><b>edit:</b> Wee player select.</p><p><span class="remote-thumbnail"><span class="json">{"name":"611901","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/e\/eea6cec83b9780ee4b9ca690efc33fd9.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/e\/eea6cec83b9780ee4b9ca690efc33fd9"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/e/e/eea6cec83b9780ee4b9ca690efc33fd9-240.jpg" alt="611901" width="240" height="135" /></span></p><p>Time to make the launcher and boom, new release! Well, when I deploy the website, first, of course...
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Fri, 08 Feb 2019 06:32:02 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Wow, your work rhythm didn&#39;t drop, what a good job !<br /> :-)</p><p>With all that I can&#39;t wait, I should be able to play during the week end :-D
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		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Fri, 08 Feb 2019 16:12:17 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The website is live!</p><p><a href="https://itsyrealm.com">https://itsyrealm.com</a></p><p>Yay!</p><p>I added the launcher. It downloads the latest version of the game. Nifty. Should make it easier...</p><p><a href="https://itsyrealm.com/download">You can download the launcher here.</a>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Tue, 12 Feb 2019 08:12:34 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The ease of use of the launcher is nice, but Where? did you save the download? I don&#39;t like mysterious programs littering my hard drive with their stuff, especially when they don&#39;t tell me where they put it. How am I supposed to uninstall it now?
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		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Tue, 12 Feb 2019 10:33:04 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I was so moved by your work that it motivated myself to make and android port of my work.</p><p>I&#39;ve got some result, thought there are some things that are still unsolved.</p><p>So, here are my questions for you ^^</p><p>-Did you set some options to gain a better performance on android ? It seems to have problem eating the events in my tests.<br />-How did you managed the ressource loading ? via libzip ? via the asset manager ? or statically on the sdcard ?
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Tue, 12 Feb 2019 13:06:22 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/617654/1041258#target">Edgar Reynaldo</a> said:</div><div class="quote"><p> The ease of use of the launcher is nice, but Where? did you save the download? I don&#39;t like mysterious programs littering my hard drive with their stuff, especially when they don&#39;t tell me where they put it. How am I supposed to uninstall it now? </p></div></div><p>My &#39;mysterious program&#39; stores itself and the game at %APPDATA%/ItsyRealmLauncher and creates shortcuts to uninstall and configure itself on first launch. Check your start menu.</p><p>The launcher is open source, too: <a href="https://github.com/aaronbolyard/itsyrealm-launcher">https://github.com/aaronbolyard/itsyrealm-launcher</a></p><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/617654/1041259#target">GullRaDriel</a> said:</div><div class="quote"><p> -Did you set some options to gain a better performance on android ? It seems to have problem eating the events in my tests.</p></div></div><p>I pushed a lot of stuff to C++. I reduce render state changes as much as possible by sorting the scene by shader, then texture, and drawing all objects in that order.</p><p>I still only manage 10 FPS on my really low end tablet. I&#39;m going to get one of those NVIDIA tablets because they&#39;re close to the Nintendo Switch in specs and test it there.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p> -How did you managed the ressource loading ? via libzip ? via the asset manager ? or statically on the sdcard ? </p></div></div><p>LOVE uses PhysFS. It loads the assets from the game package located in the APK.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Tue, 12 Feb 2019 16:41:31 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Ha yesss you&#39;re using LOVE.</p><p>I did it with allegro5 ;-)</p><p>Edit: thanks for the feedback !
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		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Wed, 13 Feb 2019 00:38:41 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I officially released the new version of the game. Biggest feature are multiple save files and title screen. Smaller features/additions include tool tips on the game world and analytics. You can opt out of analytics, but if you do, please have the decency to provide feedback.</p><p>If you&#39;ve downloaded the launcher you&#39;ll automatically get the latest update when you run it.</p><p><span class="remote-thumbnail"><span class="json">{"name":"UA58Yvc.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/3\/032969598f42a9e6080fda7ca73d76a4.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/3\/032969598f42a9e6080fda7ca73d76a4"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/0/3/032969598f42a9e6080fda7ca73d76a4-240.jpg" alt="UA58Yvc.png" width="240" height="135" /></span></p><p>Wee.
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		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Wed, 13 Feb 2019 06:48:16 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I replied here : <a href="https://www.allegro.cc/forums/thread/615770/1041295#target">https://www.allegro.cc/forums/thread/615770/1041295#target</a>
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		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 18 Feb 2019 05:57:22 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I added disclaimers. Happy?</p><p><span class="remote-thumbnail"><span class="json">{"name":"611904","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/e\/4ec45ec812401a79d77fbc1532dec873.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/e\/4ec45ec812401a79d77fbc1532dec873"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/4/e/4ec45ec812401a79d77fbc1532dec873-240.jpg" alt="611904" width="240" height="135" /></span></p><p>(Also one for the installer.)</p><p>The entire game (+ launcher) is open source it&#39;s not like I&#39;m hiding anything. The link to the GitHub is on web site for crying out loud.
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		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 18 Feb 2019 06:22:03 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Not really, no. Disclaimers are worse than being up front about things. And the fact that it&#39;s open source means nothing. You think I&#39;m really going to read your source code just to figure out where your installer is putting things? That&#39;s crazy.</p><p>It may not be deception, but it&#39;s misleading, and it comes from a lack of being upfront about things.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 18 Feb 2019 06:34:55 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>But I am up front?????????
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		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 18 Feb 2019 07:01:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Aaron I don&#39;t know if this is your first installer program or not but there&#39;s some things that are common that yours is sorely lacking.</p><p>One is to allow the user to specify an install directory.</p><p>Two is to allow the user to choose whether shortcuts will be installed the most common place to install shortcuts is in the same directory as the install location.</p><p>These options aren&#39;t even offered at the minute so in my eyes it&#39;s a little questionable whether I would want to continue to use your software if I didn&#39;t already know you somewhat informally.</p><p>You wanted feedback, that&#39;s what I think. Do what you want to do with it. Good luck with your game. <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 18 Feb 2019 08:30:14 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p><a href="https://github.com/Squirrel/Squirrel.Windows">https://github.com/Squirrel/Squirrel.Windows</a></p><p><a href="https://docs.microsoft.com/en-us/visualstudio/deployment/clickonce-security-and-deployment?view=vs-2017">https://docs.microsoft.com/en-us/visualstudio/deployment/clickonce-security-and-deployment?view=vs-2017</a>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Mon, 18 Feb 2019 08:33:17 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>While that&#39;s <i>nice</i>, it doesn&#39;t change anything. :/</p><p>You should have to opt-in for something like that. Their Wizard Free<sup>TM</sup> installation is not my cup of tea unless you still give me the ability to install where I please. I do NOT want anything installed on C:\ unless it has to do with the OS, or I need it to be on the SSD for some reason. I&#39;m the kind of person who always picks the install directory.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Mon, 18 Feb 2019 09:01:38 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Microsoft&#39;s &quot;ClickOnce&quot; software is terrible. I have used it a few times in the past.  It does the job, but neither developer nor user has control with it. It&#39;s terrible garbage. The whole concept of installers is rudimentary and should be obsolete by now. Going to execute arbitrary code is basically going to dirty your file system in ways that cannot easily be undone. Installation is basically writing files to certain paths. That&#39;s literally all it should be. The Windows registry complicates matters unnecessarily. And that&#39;s some of the junk that may not be &quot;cleaned up&quot;.</p><p>If your game is open source then you owe it to your followers to provide them with a portable package, meaning the software expects its runtime dependencies to be next to it (or easily customizable through environment variables). You shouldn&#39;t even need an installer. A zip file should suffice.</p><p>I agree that a good installer offers the user every freedom possible, and offers the user options for its non-freedoms and at the very least discloses everything that may impact the user.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (bamccaig)</author>
		<pubDate>Tue, 19 Feb 2019 10:11:07 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>No.</p><p>I don&#39;t even touch the registry. My uninstaller literally removes everything.</p><p>A zip file doesn&#39;t auto-update.</p><p><b>edit:</b> I&#39;m going to be making some  changes to the tutorial from the little bit of analytics &amp; IRL feedback I&#39;ve gotten</p><p>1. There will be a hungry knight (Orlando) hanging out at the ladder to the Abandoned Mines. He won&#39;t let you into the mines until you bring him his favorite meal: cooked sardine. This means a few things: a) The player will know how to obtain fish (either via the Mn&#39;thrw encounter or by fishing using a fishing rod) and cook fish b) Players should now have food, or at least know how to get food. This will make the mines much easier.</p><p>2. Orlando will give the players some &quot;rusty armor&quot; and a wooden sword upon letting them enter the Abandoned Mines. (If there&#39;s no inventory space, he&#39;ll tell the player to make room and see him again).</p><p>3. There&#39;s going to be a chef walking around the port lamenting about burning his fish. She&#39;ll teach the player about the cooking skill like the other tutors. The tutors will have their dialog improved, as well.</p><p>4. Dialog improvements to be more explicit about things: a) Grimm will be more direct and say see Jenkins and Orlando to progress; b) Skeleton Miner Joe will be a bit clearer that the player should make a copper badge and tin can to avoid the skelementals; c) Jenkins will emphasize that the sunken chest in the fishing shop has the rewards, and that they will go to the player&#39;s bank upon collection, and that there&#39;s a bank chest in his house. d) Orlando will briefly talk about combat.</p><p>The problem is players go to the mines and die a lot. This is bad; they&#39;re supposed to go to the Port (apparently Grimm advising you to do so isn&#39;t enough).
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Thu, 21 Feb 2019 10:03:42 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p><a href="https://www.allegro.cc/forums/thread/617170">You&#39;ve come a long way...</a>
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		</description>
		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Wed, 27 Feb 2019 00:52:33 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>To make combat a bit less click-and-wait I&#39;m working on powers:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611929","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/3\/139dd193f69c55030024e048c5bb815c.png","w":1280,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/3\/139dd193f69c55030024e048c5bb815c"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/1/3/139dd193f69c55030024e048c5bb815c-240.jpg" alt="611929" width="240" height="135" /></span></p><p>There&#39;s going be about 20 in the demo, and afterwards you&#39;ll unlock one roughly every 10 levels.</p><p>I&#39;m going to be adding an &quot;level up celebration&quot; button that shows you all your new unlocks. It&#39;ll have a nice animation in the top-right corner of the screen. This is critical for things like powers since it&#39;s harder to know when you&#39;ve unlocked a new power.</p><p><b>edit:</b> Yay shields.</p><p><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/5/8/58b698c20308ef1f109b1bc902d49030.gif" alt="DO0jxGv.gif" width="226" height="140" /></p><p>Gotta add ones for wizards and archers next. They&#39;re required when using defensive powers.
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		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Thu, 28 Feb 2019 05:43:01 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>It&#39;s going to be great !<br /> <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" />
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		</description>
		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Fri, 01 Mar 2019 18:21:42 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p><b>edit:</b> The update is live! Yay.</p><p>You can make magic &amp; ranged shields much like you make their armor, except they also require logs. The melee shield just requires bars. Shields are required to use defensive abilities.</p><p><b>*edit 2:</b> I added rain (not yet live):</p><p><span class="remote-thumbnail"><span class="json">{"name":"611943","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/7\/3719c3658cf9b03fe4ecd909fc7e340c.png","w":1024,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/7\/3719c3658cf9b03fe4ecd909fc7e340c"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/3/7/3719c3658cf9b03fe4ecd909fc7e340c-240.jpg" alt="611943" width="240" height="240" /></span></p><p>It doesn&#39;t rain in buildings:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611944","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/4\/642819807760293d783452c32cfd40f8.png","w":1024,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/4\/642819807760293d783452c32cfd40f8"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/6/4/642819807760293d783452c32cfd40f8-240.jpg" alt="611944" width="240" height="240" /></span></p><p>SIGGRAPH 2019 here I come</p><p>...</p><p>I added all the powers:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611941","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/c\/8ca893385f4155ee2d726d50cf7adaf0.png","w":960,"h":960,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/8\/c\/8ca893385f4155ee2d726d50cf7adaf0"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/8/c/8ca893385f4155ee2d726d50cf7adaf0-240.jpg" alt="611941" width="240" height="240" /></span></p><p>(Not just the icons, but the animations and code, too. Haha.)</p><p>I just have to add a shield for archers &amp; wizards and I&#39;ll post a new release.</p><p>You use them via the strategy bar at the top of the screen:</p><p><span class="remote-thumbnail"><span class="json">{"name":"611942","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/5\/15716c58d444c2c2cceda4c74208cf6c.png","w":1024,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/5\/15716c58d444c2c2cceda4c74208cf6c"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/1/5/15716c58d444c2c2cceda4c74208cf6c-240.jpg" alt="611942" width="240" height="240" /></span></p><p>I&#39;m going to have it populate with default powers (the level 1 ones). You click on an empty spot to bind a new power.
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		</description>
		<author>no-reply@allegro.cc (Erin Maus)</author>
		<pubDate>Sun, 10 Mar 2019 01:43:36 +0000</pubDate>
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