wtorek, 1 lipca 2014

Sangfroid Montage - Tender is the Knight

[youtube http://www.youtube.com/watch?v=o_FAUC1FlHI]


For anyone wondering about the current state-of-the-art in knighting, this is it, set to nice music courtesy of KAG Player Sangfroid! Sick keg drops, massive streaks, and an unbelievable capture denial make this a must watch.


Enjoy!

sobota, 21 czerwca 2014

Update on the THD.VG story + Patch estimates for KAG

Currently thd.vg is still not available, and the plan is for it to be re-aquired by us following the previous registrar going bust. We’re looking for ways to speed this up, considering that we’re the previous owner.


thd.vg emails will still not work as a result and will reply with that annoying MAILER DAEMON - FAILURE message. There’s nothing we can do about this in the short term. The most important thing to remember is you can email support@kag2d.com for support queries.


transhumandesign.net, transhumandesign.org and transhumandesign.pl have been registered (amidst quite a lot of intra-company debate about what domain to go with), and we’re talking with the owner of transhumandesign.com about acquiring it - we’re still debating what we should use as a core domain to avoid this big mess happening again; ideally we’d like a core domain that’s short and uses a time-proven top level domain - the issue with thd.vg is a result of political issues surrounding the .vg TLD.


Our build server has been unavailable through this time, though Ryan/FliesLikeABrick and Joe/jrgp have been working on getting it going again so we can test and release updates.


A patch for KAG should make it out next week, luck withholding. Included in the patch are some boat changes (increased speed, ramming ability moved from war boat to long boat), some more CTF Map changes, votekick improvements (can abstain from voting, and the message is a bit smaller), a crash fix or two, a handful of community fixes to things like workshops and spike kills, and some minor modding fixes; more modding fixes will come in a later patch as a result of some side project development.


Max/Geti

czwartek, 5 czerwca 2014

New support email

Hey all,


Due to the issues we’re still having with thd.vg’s registrar, we have changed our support email from support@thd.vg to support@kag2d.com. Please use support@kag2d.com for all future help requests.


Regards,


Joe/jrgp

wtorek, 3 czerwca 2014

Brief outage this morning

Hi all,


Due to an issue with the “.vg” TLD, some of the KAG services (forum, jabber, API, update system) were out for roughly an hour or so this morning.  Ryan and I were promptly notified and we resolved the issue as soon as we could. Also, be aware that none of the email addresses for @thd.vg currently work at this time. This includes support@thd.vg. We are currently working towards a fix/work around.


Please report any additional issues to joe@u13.net or ryan@u13.net


Regards,


Your quiet neighborhood sysadmin, jrgp/joe

poniedziałek, 26 maja 2014

wtorek, 13 maja 2014

Functional games

Games should be designed around specific functions.


I wish more game developers looked at it this way. I’m playing a game because I want it to do something for me. For example I’m playing this AAA racing game. I only play it because good car racing gets me into the zone. The game has excellent racing and car mechanics that get me into flow so I feel like I can kick ass and then the feeling lasts for a few hours and it transfers into other things I do later in the day: like coding games :).

Specifically racing cars does gets me in the zone. However the developer is clearly not aware that I’m playing the racing game just for the racing. Shocking?


Let’s look at what the game does:
* it makes me wait for the game to load for a few minutes
* it has to get me through pointless questions like "do you want autosave to be on?
* "do you want autosave to be really on?"
* "are you sure?
* forces me to pick a user account although I’m the only one playing
* the main menu is actually 3D and it has to load for a couple seconds
* there’s pointless mini cut scenes after whatever racing event you choose like I give a shit about the “story” or environment
* every menu option is artificially slowed down by some animation
* there’s an announcer which is there to help you but just annoys the crap out of you by saying stupid shit like "you need to catch up to win the race!" after you’ve crashed, tumbled and wrecked your car - thanks a lot for the advice and fuck you.


You get the point. Clearly all of these are just an effect of the designers showing off their After-Effects skills and an over-the-top budget. It has nothing to do with my purpose of playing the game. I “hired” the game for a specific task and everything that doesn’t get me there interfers with that and should be removed.


I’ve been playing games nowadays only to get into the state of flow.


Games serve me a specific function which is flow, but there are many other reasons we play games for example:
* we need to kill time for 15 minutes
* we want to forget for a minute about our problems
* we want to immerse in a different reality
* we want to feel adrenaline
* we want to feel nostalgia
* we want to be creative and build something
* we feel like kicking somebodies ass
* we want to learn a skill
* we want to experience a story
* we want to get into the zone
* we want to do something fun with friends


So this is a different way at looking at gaming. It’s not that you want to play an FPS or space game or a zombies game. This is thinking about what the game does for you. NOT what it is about and NOT what you can do in the game. Games serve you in some way. You play them because there is a task that they can do for you. So again:


What should the game do for you? - NOT what it is about.


Cartridge games serve a function. They are there for you. They accomplish a task for you:
You want to feel something specific - we got a game for you.
You want to LOL really hard - we got a game for you.
You want to have fun for exactly 12 minutes - we got a game for you.
You want to experience a full story but only got 3 minutes - we got a game for you.
You want to get into flow with a game specifically designed to do it as fast and reliantly as possible - we got a game for you.


We’re working on it so keep in touch and think what function could a game serve you specifically and hopefully we’ll have a game exactly for you.


MM

poniedziałek, 12 maja 2014

Build 1120 - Balance, Modding and Fixes

Hey guys, kinda small build this time but there’s some nice little changes in there that will help server owners tweak their play experience how they like, and hopefully see a rise in novel modes.


  • Config Vars
    TDM especially has benefited from the addition of more variables exposed through a config file - even the old RTDM mode is now possible through simple config file changes. CTF has also had most of its costs exposed through a config, though some of the more involved ones were left out. We’ll see how much use they get before going the extra mile. Older players keen to play some RTDM again should be happy about this one anyway!

  • TDM Tweaks
    TDM economy has been tweaked a little bit (as part of getting the config working) - there is a minimum of coins each round, but you can also save up in between rounds to help reward good play and allow for maps without a trader on them. The round plays a little more like counter strike now, on maps with a trader at least. We’re seeing more item use overall, but not too much spamming of any one item (except maybe bomb arrows ;)
    Shops can be turned off completely from within the config file as well, and all costs can be adjusted.
    Traders are also always neutral, so they don’t protect one team and hinder another (though they can be used as makeshift cover).

  • Swap Channels Option
    Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.

  • Spectator cam kicks in faster
    Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat :^)

  • Fixed “Corner Hitting”
    The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.

  • Keg Tweaks
    Bombjumping with kegs has been fixed, and the keg is lighter. The keg dropping on hit is still in, as we feel this provides a much more interesting mechanic. It’s been moved a little backwards to help with it getting shot off your back by arrows. Keg explosions are now also symmetrical, the “down” line of the explosion isn’t strangely weak any more.

  • Knight Shield Direction Unlocked
    The shield direction in air has been fully unlocked to allow shielding to the side while in the air more easily. The shield angle has also been subtly increased (not anything like what it was though)

  • Longer CTF Build Time
    By default, the CTF build time is now 180 seconds instead of 120, so the pre game castles should be a little better prepared. We’ll be observing the issues this might introduce with rushing being non-viable, but it shouldn’t make too much of a difference.

Build should be out across all platforms within the hour. Be sure to leave your comments in the build thread on the forums.


As always, have fun!


Max/Geti

piątek, 2 maja 2014

Build 1110

Quite a big balance patch this time, with a few experimental changes in the mix too. Let the changelog begin:


  • Knight Shield
    The Knight shield angles have been tweaked a lot - they should provide less cover overall, meaning that more arrows and explosions are likely to hit their mark. Specifically, the shield angle has been reduced from a whopping 220 degrees to somewhere between 130 and 160 degrees, depending on what you’re doing specifically with the shield at the time. Be a little more careful, knights.

  • Kegs
    Kegs now can take much more of a beating, leading to less premature detonation. There’s a catch, however - kegs now get dropped when they’re hit, meaning someone can shoot or smack the keg off your back. People with kegs will need to be a fair bit more careful if they want to keep a hold of it; try to provide support for anyone on your team carrying them! Kegs also change their owner on getting picked up now, rather than on throw, so that the correct person gets the kills.

  • Explosives
    Explosives now can’t actually destroy ground blocks - they’ll chew structures just fine, but will not remove any blocks The blocks will need to be removed by other means (sword, pick, drill, bolt, boat, pick your poison).
    This should help reduce the background terrain erosion a lot, and give builders more control over the flow of the battlefield, while still allowing blockades to be bombed down. Bedrock “eating” keg explosions should also be a fair bit better, and kegs should _not_ kill through walls that absorbed the explosion - of course, some dirt walls will not absorb the explosion even though they are not destroyed. This is experimental: we’ll see how this goes, it might need a bit of tweaking, but we’re tired of the massive erosion that happens to every map, every game.

  • More Heads
    6 new heads (3 for each gender) have been added; Gurren Lagann heads for everone sporting kamina glasses or anime avatars on the forums, messy red hair heads to service that niche, and sk8r boi/gurl heads for those who miss the bad old days.

  • More Killfeed Icons
    No more Keg causing “fall” icon! The drill and saw icons are stlil missing though..

  • Traps and buildings
    Traps and buildings should be a little more viable long-term, as platforms and wooden doors take less damage from swords, and trap blocks cannot be damaged by swords at all.

  • Optimisation
    The way the run flags for each script are calculated has been optimised so that the checks are only carried out a maximum of once per frame per blob. We’ll work more on optimising this as well, because there’s still overhead associated with checking all of them even when they aren’t needed.

  • Cost Tweak
    Bombs now cost 25c in CTF; an even 100 for 4. Mines are now 60c so they see more use. Burgers are now purchaseable from the quarters/inn/kitchen, and the cost of healing items has generally been decreased. Archers can now shoot burgers to make ranged support via healing more possible (it works with fish too, but they can be tricky to come by in some games).

  • Weight tweaks
    Corpses are now medium weight, so that lugging one around slows you down a little. Kegs are now heavy weight, so they slow you a lot.

  • Run Through Doors Exploit Fixed
    Self explanatory.

  • Fixed Smooth Shader
    First change by our long time support guy Lucas/Furai - the smooth shader should now work properly for all resolutions instead of just the default!

  • No Light from Buildings
    This facilitates underground stealth bases more easily, and encourages lantern use.

  • Modding
    Joining modded servers has been made less “scary” and annoying - the warning window only shows up on your first day of play. Servers are also flagged as modded less frequently, most notably maps, mapcycles and config files wont trigger a server as modded. Script changes will trigger a server as modded, as will any loaded mods (naturally). Hopefully the increased ease of joining and increased exposure in general will help kick the modding scene into gear :^)
    Mods verified with and uploaded to the API should now Auto-Update, though I’ll leave it to Tom to explain the specifics in the thread as I’m not 100% clear on them.

I think that’s about it - quite a lot so there might be a few issues, but it should be fine for the weekend. Have fun!


Max

Edit by Tom: Server auto-updates explained here

czwartek, 1 maja 2014

[wpvideo Vbl8CXxU]

Storm - penetrating rambo bow

Development is coming along well - We’ve added customisable game modes, new character class abilities and redone a lot of the weapons. Download for free from http://storm2d.net

Next things I’ll be working on: Mod support and vehicles. :)

piątek, 18 kwietnia 2014

SSL issues patched up

Hello,


With regards to the recent Heartbleed SSL vulnerabilities that have been taking its toll on the Internet, our system administrators have patched our server infrastructure such that we are not vulnerable to any SSL attacks.


Cheers,
Furai/Lucas

wtorek, 15 kwietnia 2014

[Promotion] $12.99 for two copies of KAG

Hey,


We’ve recently been working on our website in order to bring you this promotion! This is an amazing offer - for only $12.99 you can get two copies of KAG!


image


All you need to do is to go to our main website and buy the game from there. 


This promotion together with the newly released mod “Shiprekt" will make the best gift you can ever do to your friend!


Don’t hesitate. Buy the game and play this amazing mod with your friend!


Cheers,
Furai/Lucas

środa, 9 kwietnia 2014

Play Shiprekt!

This is a full conversion mod for KAG. Our first idea was to make a simple top-down shooter like Asteroids. But what if you were free to build the ship from blocks? Furthermore what if these blocks were random like Tetris? Mix it with 2 other classics: Arcanoid and Bomberman and you’ve got Shiprekt.


We made this mod because we believe in making games that provide simple gameplay elements but combined with freedom and your creativity - bring an infinite possibility of action, total havoc and wreckage. In other words FUN.



Build Ships!


image


Wreck the Enemy!


image


How to get it?


Shiprekt is a mod for King Arthur’s Gold. If you’ve purchased KAG then just launch the servers browser and pick a blue server that has this mod on. If you don’t have KAG yet, get it here or on Steam.


How to Play:

*Your Core (spawn) provides random parts
*Use these parts to build your ship
*Protect your Core
*Destroy all other ships Cores
*Avoid falling into water (ever watched Jaws?)
*After losing your core you get switched to another team, this happens until there is one team left
*(only) All players on the final surviving team get points - so play nice!


*[ WASD ] to move around
*[ E ] when close to use ship components
*[ SPACE ] rotates blocks while building.
*[ LMB ] to punch boarders
*[ SPACE ] releases all couplings (gray crosses) when sitting in a seat
*[ SCROLL ] zoom in/out


 (these keys apply by default only)


Have fun and let us know on forums what you think of the game.


Please share/tweet/facebook this link so more players come play!

wtorek, 8 kwietnia 2014

Build 1085 - "Shiprekt"

Incoming Big Build!


Lots of KAG Tweaks, and AUS Official Servers!


First of all, the example mod “Shiprekt” is having its first public release! It’s a bit rough around the edges but demonstrates a complete total conversion to top down ship building carnage!


List of “Shiprekt” Features:


  • Full total conversion in a simple KAG mod. Join a server and play, no bullshit!

  • Top down block based ship building, with per-block destruction!

  • Totally Moddable! Want more blocks in the game? Add them!


image


image



A handful of KAG tweaks have gone ahead at the same time, either driven by Shiprekt development, community feedback, tester suggestions or sudden inspiration to change things up.


List of the major KAG tweaks:


  • Spikes changes
    Spikes now stun on hit
    Spikes now hit when wallsliding or wall running
    These combine to allow some devlish 1 hit kill traps and a lot more vertical control when placed on wood blocks and mixed with trap blocks to save them from hurting your team. I’m very keen to see where this takes the building meta.

  • No arrow slashing
    I decided I didn’t have strong feelings about this and the majority opinion is that it’s luck based and hurts competitive play, even if it does look cool.

  • More Particle Functionality
    Modders will be happy to know that as part of Shiprekt development we added a heap of nice new functionality to particles, such as scripted callbacks and being able to get a handle to pixel particles. BV contains good examples of this new functionality, check out humangibs.as in particular as it demos all 3 of these.

  • Various annoying exploits fixed
    A coin duplication bug and the infinite spawning traders bug should both be fixed, pending confirmation from public testing. The coin dupe fix is temporary, a proper solution will be done over the next week.

  • TDM Tweaks
    -Trader menu in TDM stays open after purchase
    -TDM prices reshuffled to prevent a million spec arrow spams.
    Anyone who regularly (or even irregularly) plays TDM should be pleased with these changes.

There are also now Official Australian Servers, have a look for them in the server browser! Only took 3 years!


These are the result of some collaboration with the guys hosting the major community Aus servers to move their ever competent admins over to an official capacity, and keep the Aus community strong in the face of them running low on funding. As always the official servers are hosted by Joe/jrgp. We’ll be working hard to keep these servers up to the same quality as the old community ones.


Have Fun!


Max/Geti

wtorek, 1 kwietnia 2014

Holy Flow

I think game design is equal part art and science. I have been looking for some time now, for an objective system to make good games. Wouldn’t it be great if we had a simple checklist we could go through, then add some of our own personality to it and voila, we have an amazing game?


Right now we have methods of doing it but they take a long time. We make many iterations, testing many ideas. Most ideas seem good in our heads but ultimately fail in reality. What if we had a system to check these ideas beforehand?


poniedziałek, 31 marca 2014

Preparing to Launch!


A tiny manned torpedo launch - sorry for the ugly gif compression!


Some people were asking about how disconnected ships are possible, so here’s a gif explaining one of the many ways - you can also simply build blocks in the water without connecting them to your main ship, and blocks can become separated through destruction as well.


This gif is particularly fitting cause we’re preparing to launch the mod today, we’re testing the changes that have been made to KAG and making sure the mod works more or less out of the box, and doesn’t break your normal KAG install.


All things going according to plan (hahaha, yeah right) we’ll hopefully have it in your hot little hands tonight.


Have Fun!


Max/Geti

piątek, 28 marca 2014

Build Delay - Sorry!

While there was meant to be a build out today with the modding example, a whole heap of new features, and gold names for the Aus Official servers, it’s been delayed.


We’ll be doing our best to get it out on Monday, but we haven’t had enough time to test the changes to KAG “proper”, and the mod example needs a bit more cleaning until MM’s happy to let it into the public hands.


We’re in disagreement about what’s fun at the moment and I think it’ll be much more productive to come back to it after the weekend than make some knee-jerk reaction that could cripple the game.


Sorry to disappoint anyone waiting on the edge of their seat. Delays happen.


Have fun!


Max/Geti

czwartek, 27 marca 2014

[youtube http://www.youtube.com/watch?v=AGvvQpgHDuI?feature=oembed&w=500&h=374]

Mod Example Video


THD Tester Norill today recreated the classic game “Left” in the upcoming example mod “Bomb Voyage!”. We’ve done this a few times already during development to test out the physics but to see it happen emergently during testing brought a happy tear to our eyes :’)

poniedziałek, 24 marca 2014

More Mod Progress - Content updates

Towards the end of last week we were gearing up for testing, however some networking issues got in the way of getting it in the hands of testers, unfortunately. We’ll hopefully get that together over the next day or so, since we’d like to have the mod done by the end of the week.


Lots of progress was made on content though!



Bombs cause devastating explosions!


We’re going to add a nice delay to bombs to reduce the number of accidental explosions that are happening, but they’re quite functional so far.



Cannons firing!


The defense given by solid walls is invaluable. The cannons must be carefully aimed to take out tiles, but will kill players on any collision. They can be used to remotely detonate explosives as well!


Cannons can also be used to remove tiles you don’t want - this could be extended to torpedo or bomb or fighter boat release systems.


Cannons need to be carefully placed to get a good amount of shooting angle in - this usually means they’re fairly exposed too, allowing retaliatory fire!



Sharks will keep players out of the water.


We decided drowning was no fun, and sharks were more fun. ‘Nuff said.


Have Fun!


Max/Geti

środa, 19 marca 2014

Example Mod Progress + Gifs!

Hey guys, progress update on the still unnamed big example mod!


Figured seeing stuff in action would be most interesting for you guys, so here are some gifs:



Building - demonstrating the “tetris” aspect
(sorry for the janky gif recording)


The ratios of each type of tile are currently just for testing; there should be far fewer seats in the mix in the final game. Tweaking the ratio of each part is trivial, and might be moved to a config file for easy server-side configuration (for servers with 50% bomb blocks in the mix, for example).



Out of control ship


This little “fighter” ship’s pilot was accidentally munched into one of the propellers, but it stayed active, forming a collision hazard for anyone nearby!



Tiny test torpedo


We don’t have the bombs working just yet but with propellers and building working they’re up next, along with cannons! Ship destruction effects are currently super rudimentary but they’ll get some love in the next few days. The “pilot” here probably should have been killed in the collision.


Still to-do graphically is some way of orienting yourself properly with the world as it’s currently very difficult to understand what direction you’re moving in without a point of reference.


We’ve also got to bind a few things in the engine (like the background colour of the world) and potentially fix the parallax layers to work with rotation (though that might take too much time for this cycle, as the issue is due to the way the whole thing is coded, not a one-line bug).


As you can see progress is coming along fairly quickly, and we’re hoping to be able to have a game with the testers on friday after nutting out what needs to be done sync-wise.


Have Fun!


Max/Geti

wtorek, 18 marca 2014

Plans for This Week and Next - Big Modding Example!

Hey guys!


For the next two weeks we’re going to make a mod for KAG to demonstrate a ground-up total gameplay conversion of the game, and provide examples of how we’d accomplish various things in the engine.


The game we have in mind is a multi-teamed top down ship building game, with a sprinkling of tetris. Each team starts with a “core” that spawns random blocks for building with - these blocks need to be hooked together to protect the hull and provide offensive capabilities to your ship.


Some planned possible configurations include torpedoes, detachable raiding ships, and scrap melee machines. The limit of these configurations will be luck of the parts-draw and your imagination!



Mockup: torpedo hurtles towards an unprepared team.


There will be no direct player-to-player combat, no classes and no swimming - if you’re in the water you’ll either need to be picked up by a nearby boat or will swiftly drown, and if you make onto an enemy ship you’ll need to use their guns or bombs to do any damage (or take their controls and crash them into something). We think this will provide a unique form of versus play, and involve a lot of strategy.


Perhaps more importantly, over the next few weeks we’ll be forced to fix any bugs that get in the way of us accomplishing this goal, which will mean an easier time for modders down the road!


We’ll be keeping you posted with frequent updates and pictures :^)


Have Fun!


Max/Geti

sobota, 15 marca 2014

KAG Stream for the charity!

Hey,


Our friends from the “Who’s Gaming Now?!” are hosting the LAN party event during which they rise the money for the charity. More details can be found here (the event has already started):


Charity: Naomi House
Stream link: http://twitch.tv/carlmundo
Date/Time: Saturday 15 March, 3pm to 1am GMT


Donation link: http://www.justgiving.com/nerds


Help the good cause!
Furai/Lucas

poniedziałek, 10 marca 2014

Build 1057 - Mod verification

So, this update is what build 1053 was meant to be about - mod verification.


Its all working now, and you may notice some thumbs up/down icons on the server browser now. These only show for modded servers and they indicate whether or not a server is running mods that are verified (thumbs up = verified, thumbs down = not verified).


What does it mean for a mod to be verified? It means that a mod is confirmed to have come directly from the developer that it claims to have been written by, without having been tampered with. If every mod currently active on a server is verified and the server has mod verification turned on, then the server will get a thumbs up icon in the browser.


So how do you turn on mod verification? With the sv_mods_verified - set it to 1. Note that it is 0/off by default and will be turned off if any of your active mods fail verification.


How does a mod get verified? It needs to first be registered - currently the simplest way to do this is with this app, and then it needs to have a registration.json file generated and distributed with it. Mod devs should therefore generate a new registration file every time they make a new release. This can be done with the same app used to register the mod in the first place, or alternatively a script like this can be used to do it over the command line.


This might seem a little tedius at first, but once you’ve done it once its really quite straightforward. Additionally, this is only the first phase in a move towards a more managed system of mod distribution. For example, it’ll soon be possible to setup your servers to auto-update their active mods whenever a new release of them is made.


I think I’ve covered the broad strokes of the system, but let me know in the forums if you have any questions.


Shadlington

niedziela, 9 marca 2014

Build 1053 - Not a lot happening! Check back in a day or two :)

Sorry for the late post. Been trying to push out a hotfix for something that needs changing in this update before the changes are ready to be made proper use of - that’ll have to wait till Monday now, unfortunately.

Basically, this update marks the first inclusion of the mod verification/distribution system I’ve been working on for the past few months.


This first update only caters to the first part, verification: it lets mod devs register their mods and then when servers/clients load up mods they can verify that those mods have come from the developer they claim to have come from, without being tampered with.

Future updates will involve a more robust mod distribution system that will (I hope) please both mod devs and server owners alike (allowing for things like auto-updates of mods as devs push out new releases).



That said… I’m not going to tell you how to use it properly yet, because as I mentioned at the start of this post I still have to make a change to it (hopefully released on Monday) and it’d be best if folks didn’t make use of the new stuff till then. As the new verification stuff is turned off by default, this means that everything is working like normal for now - no changes required.

Anyways, aside from that stuff there were also a couple of minor changes from Geti that you can find in the changelog below.


Full Changelog:


[added] builder cant build backwall/ladders/etc in the edge 2 tiles of the map.
[modified] no build zones are 3 tiles at edge, not 5 and 10.
[added] some changes to maps
[added] initial mod verification integration


Shadlington

poniedziałek, 3 marca 2014

New game: Station Raiders

    In the beginning, the game is just a pile of hard unchiseled rock. We are the sculptors that remove stone bit by bit to reveal what is inside. 


We had 3 ideas for Station Raiders.


We rejected the first because our mission is to expand our audience. We want different games in Cartridge although we gravitate towards multiplayer action most of the time :).


We rejected the second idea after making and playing it. The idea was laser traps which forced you to be careful and not trip over them. You could move other objects in front of the laser to get pass. It was nice but there was something bigger and shinier sitting quietly beneath. So we ditched the lasers.


It always feels like your creation is not enough. But it is enough. The third idea which is now the core of Station Raiders was there since the beginning.


Inside this rock we discovered a gem. It is not 100% polished, because this game is a prototype, but it is there for you to experience.


Have fun - Station Raiders


MM

Emergent magic

I remember vividly one night, when we were kids with my brother. Trying to sleep in our beds, we suddenly heard wierd noises coming out of our parents room. We never heard them before. Something falling, something jumping? What was it?


We quietly snuck out of bed and went to peep. It was something new. My dad was sitting at his IBM and playing a game. We knew all the games on that computer (there weren’t many games in those days). But what was this?


This game keeps coming up in my memories although I haven’t played it in over 20 years. It was called “Alley Cat”. I can still hear the melody played on the PC speaker.


The next day, first thing in the morning we carefully typed in A L L E Y C A T in the DOS command box and got carried away.


Alley Cat was the hardest game we played. It was unforgiving. It challenged our little fingers like nothing before. It was simple though and the goals were clear. You played as an alley cat trying to catch mice and at the same time avoid other cats, flying shoes and brooms. The design was different and original.


A mystical aura surrounded the game. Like a hidden treasure found and retreived. We knew every game on that old PC, every directory, every file, every program. For some reason we missed this one and our dad discovered it. We thought of it as something else than the rest - it stood out.


It was mystical, it was different and it was challenging. It was perfect.


What really makes a perfect game? As you see it’s not about this or that feature. It’s also about everything else that surrounds a game.


Cartridge is my attempt to create a breeding ground for emergence to occur. It will create the unforeseen, that which we cannot think of, code or paint. Other developers often overlook this critical component of a good game. I want to focus on it. I want to recreate the magic Alley Cat had.


Cartridge is my way for that magic to happen.


MM

Innovation is not about saying yes to everything. It’s about saying NO to all but the most crucial features


Stephen Jobs

Play, experience, transcend

I wrote this a while ago, it’s about our company. I think it’s useful to know our mission.


Transhumanism is the movement towards becoming a better human. Much like the philosophy of the Overman/Uberman. However transhumanism achieves this with the use of technology. I see computer games as an important tool that can aid us in evolution and the development of our consciousness.


Transhuman Design’s goal is to aid everybody in their evolution by providing experiences that make them better, faster, stronger and more conscious human beings.


By playing games you can become a better woman or man. You can have experiences you would never have had in your normal waking life. You can become faster by playing games - think faster and have better reflexes. You can become stronger in your will and your logic. You can learn the joy of competitiveness and the usefulness of collaboration.


Games are a gym for the mind. A gym that can be shared with people from around the world from all cultures. The ultimate lesson games provide is that all of humanity is sewed from the same cloth. We all like fun, we all have the same emotions when playing good games. This is what unites us all and what games can teach us.


The challenge is to create such experiences that provide emotions in an impactful way, whether it is joy, sadness, happiness, fear or love. Transhuman Design strives to spark these emotions by making better games everyday. This is what makes us and people that play our games better humans. This is how we become - Transhuman.


MM

piątek, 28 lutego 2014

Build 1047 - Tweaks and Modding Fixes

We’ve been working with modders this week on getting some specific issues fixed and a few examples of “how to do X” in preparation for that modding showcase. Particular thanks to Norill, Skinney, and Rayne along with the rest of the testers and anyone posting in that call to arms thread.


Other changes this build are mostly minor, with a gameplay focus.



Pictured: Common fear of many Australians, now tweaked for more balance despite my fondness for crying enemies.


  • Water ammo only stuns through shield on a direct hit
    This prevents water spam from being too detrimental and counter-competitive; It’s a change that’s been on the list for quite a while, but as expected it was somewhat fiddly to do properly over the net.

  • Arrows take no damage from jabs, only slashes.

  • Water arrows splash when killed rather than turning into one bit of wood.

  • Fire arrows do 2 full hearts of damage instead of 1.75 hearts (1 heart on hit, 1 heart of burn)

  • Fixed mods not downloading new files the next time.

  • Fixed not being able to load maps from Mods/ folders.

  • Added example custom tile mod - note that this is only the tip of the iceberg, to have a tile that takes damage, animates etc you have to roll a lot more of your own code, which is not for the faint of heart.

  • Fixed joining modded server the first time often crashing.

  • Joining modded servers only preloads used files (much faster joins for small/simple mods)

Full Changelog:


[modified] gold stacks to 500, not 1k per inventory slot
[added] increased burn time - fire arrows now do 1heart damage + 1heart burn
[script][fixed] getPlayer(i) should return null now when player count is 0 or index is wrong
[fixed] mod loaded only on 1st time game launched
[fixed] mods not loading or crashing on 2nd server join
[modified] water bombs don't stun through shield unless on a direct hit
[added] water arrows stun shielded knights only on direct hit
[fixed] tresflags map being "cut off" by the no build zone at the top
[fixed] mods not updating by force downloading every time
[added][fixed] can load maps from Mod folders by adding map name to mapcycle without need for extension
[added] example for new block in scripts
[script] made it a bit easier to handle custom tiles in mods (use a modded CustomBlocks.as)
[modified] arrows cannot be jabbed, only slashed.
[modified] just first day of playing won't show modded servers (was 2)
[fixed] joining modded server 1st time resulting in crashes
[modified] joining server only preloads used files (significantly faster joining)

Have Fun!


Max/Geti

poniedziałek, 24 lutego 2014

Build 1043 Hotfix - Patcher Typo

Due to a small typo in the patcher code, some files may have been moved outside of your KAG folder with the last build. While this won’t be undone with this patch, it should prevent any new files from ending up there.


While this should not cause any harm whatsoever to your computer, it will have caused a little bit of clutter in your folders that you may want to clean up.


To undo the clutter caused by this:


  • Navigate to the directory above your KAG directory (if you have KAG installed at C:KAG, check C:)

  • Check if there is a folder called “old” - if there isn’t, no clutter was caused.

  • If there is, check that the only contents of “old” are KAG related (usually a folder called “Base” with some “storage” files in it).

  • If that’s all that’s in there, you can safely delete “old” to be clear of clutter. If not, use your best judgement for the other files, as they may belong to some other program.

Steam users should be unaffected. I have no concrete knowledge of if Desura users will be affected or not, but I think they probably will be. Users with a “normal” standalone install will definitely be affected, including servers.


As there is no version number change for this patch, server availability should be more or less unaffected (though servers will automatically restart themselves as usual normal).


THD apologises for this mix up.


I can shed more light on any individual concerns you may have in the forum thread for this announcement.


Cheers,


Max/Geti

Build 1043 - Back to Reality

No more endless love I’m afraid.


This build also contains a few bugfixes and an exciting community addition, the storage cache. Thanks to Skinney for this nice object.



This fancy storage has a “drop all” button and a way of accessing the stuff that’s inside. We may be tweaking the interface just a little (making the drop all button vanish if you’re not carrying anything), but it’s functional and fun, so no more dinghy storages in CTF.


There’s also no build zones at the edge of the map to avoid “infinite jump” cheats, and some minor fixes for admins and modders.


Full Changelog:


[removed] valentines event code.
[added] CTF storage from Skinney
[added] Extra "no build" zones on the edge of the map from Skinney
[added] camera rotation and position is cleared on disconnect.
[fixed] /restartmap actually nextmapping
[fixed] some bugs in file replacer

Have Fun!


Max/Geti

piątek, 21 lutego 2014

Progress Update

Hi, I’m Roland, the programmer for Storm2D. I’ve been working on re-doing the auto update system for the last few weeks and now it’s working well. Although we’ll have to switch to http in the future. We’ve had a private release that went well, no crashes on the server at least. I’ve got enough bugs to fix to keep me going for a long time but we’re starting to get there. If you haven’t already, join our forums at http://forum.storm2d.net

czwartek, 20 lutego 2014

Blink Bundle - Pick up KAG and 9 other games for five bucks or more!

Visit the Blink Bundle site HERE



It must be the time of year for crazy sales again, cause you can get KAG “50% off” (including a steam key!) and 9 other games on top of that! Even if you’ve already got a copy of KAG, check it out, there are some other great games there and you can always gift the code to a friend.


Have fun!


Max/Geti

poniedziałek, 17 lutego 2014

Modding Showcase Applications

Attention any modders keen for exposure!


We’re planning on doing a modding showcase video to be posted to youtube and steam, and are interested in fun mods to show. Mods suggested should have some graphical changes that would be evident in video, and ideally a PG-13 compatible name to be overlayed on the video ;^)


Mods need to either be simple to set up for offline recording or have a server hosting them (post a resources link or the name of the server in the thread). We’ll post a list of displayed mods along with a link or server name in the video description.


I’ll be approaching a few of the modders I’m closer to directly but I’m sure I’ll miss a few gems out there. This is also probably a good time to clean up and “publish” any mods you’ve had in development for a while if you want some extra “free” attention. Looking forward to seeing your best!


Cheers,


Max/Geti

piątek, 14 lutego 2014

Build 1033 - Valentines!

Spread the love this valentines! Even to filthy reds!


image


Special thanks to community member norill for the event scripts.


This build the mapcycle randomisation has also been improved, with maps now being taken from/added to a “stale pool” that comprises 50% of the list of maps, so there should be no repeats and an otherwise very random cycle giving a more unpredictable play experience. I can go into this more in the thread in case people don’t understand what’s going on behind the scenes.


Build should be out in the next hour or so - build server has been slow at the moment, sorry folks!


Have Fun,


Max/Geti

wtorek, 11 lutego 2014

Why games fail at first contact

I believe any kind of entertainment is a failure if it doesn’t give you direct pleasure at first contact.


In computer games you often get a title screen and company and publisher credits which you can’t skip. You press space, enter, escape, smash the keyboard. Can’t skip it. Gotta watch the carefully rendered animation made for some ego-centric publisher to show that it was his money put into the game.


The first experience of a game like this is - frustration. This theme continues, later with menus and long loading times. You put up with it because you paid money and now you believe it will be worth it.


Most likely it won’t be. Because if the game developer wasn’t conscious of serving you frustration right at the beginning, then how the hell can he be conscious of serving you other feelings - like fun and excitement?


I believe a game should just rocket launch you into action. You don’t have time to wait. You want to play it - right here right now. You want instant satisfaction and instant pleasure - at first contact. You run it, you touch it, you control it. You dive straight into the game world - It feels good. You’re having fun. And that’s how it should be. And this is how Cartridge will feel.


MM

poniedziałek, 10 lutego 2014

Hotfix for Build 1026 - Server Disconnects

A hotfix is slowly rolling out that should fix a bug resulting in everyone being disconnected from servers. An upgrade isn’t mandatory but will obviously benefit server owners. We apologise for the games likely ruined occasionally by this bug over the past few days.


Have fun!


Max/Geti

Build 1026 minor patch - added Japanese servers

Hey,


We’ve just added 2 new official servers hosted in Japan. This patch changes their colour in the server browser. 




Regards,
Furai/Lucas

sobota, 8 lutego 2014

Build 1026 - Miscellaneous Improvements

This build has many nice new features for all:


image


  • Colour Coded Server Browser
    The server browser now displays official servers in gold, and modded servers in blue, so you can find the play experience you’re after more easily, and so it’s clear if any mods need to be downloaded without clicking anything.

  • Time-Based Vanilla-Only Filter
    The Vanilla-Only filter turns itself off after 1 day of play now, to help modded servers get more traffic.

  • Item Spam Prevention
    Thanks to a modified script by community member ZeroZ30o a bunch of easily-spammed items will quickly decay if there are too many in one spot.

  • AFK’s will Auto-Disconnect
    Thanks to community member Norill for the majority of this script. This is effective in CTF, TTH and Sandbox at the moment (and any other mode with rounds longer than 5 mintues)

  • Fixed “Simple” Lighting
    Mainly for TDM, where lighting is more nuisance than fun, but might also be welcome on small CTF servers, and will make the game run slightly faster for players with weak computers on those servers.

  • Fixed Bans, Whitelist
    Server bans and whitelist are now fully functional again.

  • Lots of Community Maps
    Maps from community members 8x, Asumagic, Joiken, Srgt_Sneaky-Pants and kodysch have been added to the TDM cycle to spice up that mode.

  • Map Shuffle More Random
    The map shuffle is “more random” (whatever that means), and the cycle is re-randomised each 15 minutes (rather than every 12 hours).

Full Changelog:


[modified] drop items on class change at shops (consistency purposes)
[added] a bunch of tdm maps from the community
[fixed] random map shuffle is more random now
[fixed] people being able to "cheat" unique/blank heads.
[fixed] game auto-restarting even when noautoupdate set
[fixed] ban reason strings not getting applied correctly ("/ban Sedgewick -1 Relentless griefer" should work properly now)
[fixed] IP banning local IP addresses (omits 178.etc block at the moment)
[fixed] whitelist/blacklist/ignorelist getting corrupted on load
[added] ability to color servers list box
[added] links to script docs in some txt files
[added] modded and official servers are marked with color
[added] non-vanilla servers should be disabled only for first day of playing
[fixed] massive typo bug in checking blacklist
[fixed] reloading security would not automatically "expire" any already expired bans for a few minutes
[fixed] ban time not checked at the time of joining, so bans lasted longer than they should
[added] script to automatically kick AFK players - thanks norill! (note: doesn't work on TDM or any gamemode with rounds shorter than about 5 minutes)
[added] Lanterns, Crates, Buckets, Boulders, Sponges automatically decay if spammed, adapted from script by ZeroZ30o
[fixed] no_shadowing bool in gamemode.cfg
[added] no_shadowing to TDM
[added] no "spikey" script CPU usage by staggering based on blob network ID
[added] 2 more 8x maps
[modified] maps are randomised each 15 minutes (previous over-randomisation was causing too much doubling up)

Have Fun!


Max/Geti

wtorek, 4 lutego 2014

New Build This Week

We’re working towards releasing a new build of KAG this week, with many improvements for the average player, modders, and server admins.


  • Bans and Whitelist Fixed
    A long standing issue with bans has been fixed, and the whitelist has also been fixed for those that want private servers. Bans by username, and IP should work properly again. As a bonus, ban reasons now work and are reflected in the blacklist file and under /listbans

  • Server Browser more Intuitive
    We’ve added colour support to the server browser, so official servers will show up gold, and modded servers will show up blue. This gives players more visual cues without clicking anything, so they’re better informed as to what they’re joining. The “vanilla only” filter will also automatically turn itself off after a day of being registered so that new players can more easily find modded servers.

  • More TDM Maps
    Exactly what it says on the tin :) Many community maps, from 8x, Asumagic, Joiken, and kodysch have been included in the default map cycle, and a larger one from Sgnt_Sneaky-Pants has been included separately in case any hosts want to run a different TDM experience.

  • Mapycle Randomisation Fixed
    Hosts may have noticed that the randomisation was quite lacking before, it should be quite a bit more engaging now, especially useful for TDM or small CTF servers.

There are a couple of miscellaneous fixes in the mix as well, but you’ll have to wait for the changelog for those. Should be out on Friday if testing goes smoothly.


Cheers,


Max/Geti

I like my games no bullshit

I like my games no bullshit.


No complicated controls, the need for tutorials, unnecesary menus, long instructions, introductions, cut scenes and filler features. No loading times, title screens, installers, big downloads and sketchy pricing schemes. No waiting years for it to come out, endless patches and changes, microtransactions and DLC, 


Time to stop the bullshit!


I only want the pure enjoyment and satisfaction of playing a great video game.


MM

[gallery]

Hi there, I’m Marc Castellanos aka Skykanden and I’m the artist for Storm2d
Some work in progress on the ingame HUD, every class will have it’s own variation.

poniedziałek, 3 lutego 2014

czwartek, 30 stycznia 2014

Server for flagged people

We have set up a server for cheaters, griefers and abusers - it doesn’t mean that we encourage such behaviour, though. 


The banflags are disabled on it and everyone who was flagged for breaking the KAG rules (bad, bad KAGgers they are). Its name in the server browser is: KAG Official TTH EU (No banflags) 


Regards,
Lucas/Furai

Updates with no changes

We’re currently moving our repositories around, and to check everything’s working we need to trigger new builds, potentially more than once as everything goes ahead.


These new builds have no new content in them (sadly!), we just figured we should keep you in the loop regarding why they’re happening. Better safe than sorry and all that jazz.


Cheers,


Max/Geti

niedziela, 26 stycznia 2014

Build 1013

It’s official, we’ve crossed the 1000 build mark!


This marks more than a thousand days since we started working on KAG, quite a journey! We’re currently looking into things to do to celebrate, but in the meantime we’ve got another bugfix and maintenance patch to get things back in gear.


  • Knight Shield Stacking
    This is now a physical thing - you need to actually jump onto the guy shielding you. It looks quite funny, like a frantic scramble to get over a wall. This should fix the people shield-flying over the red barrier as well, as they should not be able to jump on top of each other ;^)

  • TDM Spawns
    TDM now works with multiple spawn markers. Players will randomly spawn at either of the possible spawns, for a more diverse TDM experience. We’re looking for some nice maps to add to the pool, drop them in the thread if you want them looked at :^)

  • Documentation work
    There’s been more work done documenting the CBlob class at http://doc.kag2d.com/ - the docs there are almost complete, we’ll be covering the sprite class next. It’s a very slow and exhausting job, so hopefully someone is getting some use out of it! Please leave feedback on what you like, what you don’t, and what you’d like to see, we’re kind of shooting in the dark here.

  • Community Sourced Fixes
    This build has two community sourced fixes and improvements, one from Verra expanding the timer.as functionality, and one from norill fixing mines “randomly” exploding your demolition shop. Thanks guys!

  • Misc Fixes
    I’ve also fixed a few miscellaneous bugs, including the misleading join message, which used to read “<Nickname> has joined as <Username>” - it now shows the correct “<Username> has joined as <Nickname>”. Sorry to anyone accused of impersonating as a result of this, I know I have a few times!

Have Fun!


Max/Geti

czwartek, 16 stycznia 2014

KAG Offline - Last 1 Hour

Hello KAGers!


King Arthur’s Gold APIs, site, forums and other dev-hosted services have been offline for approximately the last hour due to a large DDoS targeting our ISP.  This DDoS was not targeting KAG but was large enough (tens of gigabits per second) to take our ISP entirely offline.


The network has now recovered and all KAG resources are once again available.  We apologize for the disruption, this is not an incident we have a means to avoid nor is it something that has occurred in the past.


Game on!


-Ryan (FliesLikeABrick)


Discuss

sobota, 11 stycznia 2014

Build 998 - modding fixes & spec cam improvements

This is a maintenance patch, just fixing a few issues.


I couldn’t fix some of the crashes people are experiencing. I need more information that’s why the crash reporter will now provide me with more info on the crashes. So if you get a crash send it and I’ll try to help.


Verra made some nice tweaks to the spectator cam. Shouldn’t cause nausea now :).


This patch fixes a big issue modders were facing. The file matcher in scripts was soft matching wrong files when using mods. These issues should be fixed. To fix it I had to make numerous changes, namely:


- sprites and sounds are not loaded randomly when there’s a couple matches - the best one is picked


- if you want to play random sounds use blob.getSprite().PlayRandomSound(“Pluck”) which will play Pluck01 or Pluck02 or Pluck03


- the file matcher takes the file extension into consideration and searches for the proper extension even if you didn’t provide it


Have fun!
MM


Changes 984-998:


[fixed] soft file-matcher taking similar files from Mods instead of Base

[scripting][modified] sounds and textures aren't loaded randomly with filematcher by default

[scripting][added] Sprite.PlayRandomSound(filename) for loading random sounds

[fixed] crashrpt not attaching logs
[added] last script calls to crashrpt

[fixed] death cam being too sudden and jerky (Verra's updated PlayerCamera.as)

sobota, 4 stycznia 2014

100k Supporters!

Recently we crossed the threshold to 100k supporters of KAG! This is very exciting news for us, quite a milestone to reach!


(via Yagger)
(cue speculation about who’s wearing the dress)


Huge thanks to everyone who has bought the game! We can only continue to make games full time with your support, so it means a lot to have made it this far.


We’re currently looking forward to the future, with MM investigating modding issues to help the community keep the game alive as long as they see fit, and myself looking into a few more gameplay niggles and getting the multiplayer graphical map editor in place. We’re also working out a way to save maps to PNG image files via a script, meaning you’ll be able to save maps into something more interesting and cross-gamemode-usable than a .kag file.


As a heads up: I’m currently overseas on vacation, catching up with family and friends until the 20th of January, so I’ll be much slower than usual to reply to queries. Hopefully MM, Furai and Shadlington can hold down the fort effectively in my absence.


Have fun, and thanks again for your support!
Max/Geti