About This GameThe Origin Of Dungeons500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Over time, no longer held stable by Abys' magic, the fortress sank into the earth, becoming a haven for foul creatures, dark magicks, and the refuse of the Over-World. The fortress, now deep beneath the earth, became known as The Catacombs, and kids from all over found themselves drawn into its shadows - seeking riches, power, knowledge, and escape. Now, coming-of-age ceremonies and criminal sentences alike all revolve around plumbing the depths of The Catacombs, and the legend of Abys has been all but forgotten. Some say she yet sleeps in the dark below, the seals that keep her contained growing ever-weaker.What Lies BeneathCatacomb Kids is a procedurally generated platformer, with an equal emphasis on quick reactions, tactical engagement, and strategic character growth. Wield swords, spears, axes, and daggers -- unleash powerful magicks to burn, freeze and poison foes with -- overcome traps and beasts both deadly and unrelenting.The game is streamlined but not "simple", featuring a system where basic elements interact to create complex outcomes and stories. Lure monsters into combat with one another or take advantage of environmental hazards to trick your foes into their own bloody demise. The world is your crafting space, allowing you to create new items and tools from within the game-space itself, never needing to farm materials or navigate a menu to demonstrate your cleverness. a09c17d780
English
catacomb kids lyrics. catacomb kids Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it.. A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.. One of my favorite games of all time.. Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. It's Very Very Good. 0.2.0b Patch Notes:
Fixes
Yo! It's update time! This one might not seem too big at first but there are quite a few changes of note beyond just bug fixes: Firstly, I've finally moved development fully over to Game Maker Studio 2. This is a much more friendly development environment from my end, and in addition to a number of improvements to the IDE that will make the game much easier to work on it also addresses issues that were a result of using GMS1.4, such as the black fullscreen on windows 10. Secondly, I've started implementing shaders! I'm still learning about them so don't expect anything too fancy just yet, but with the first couple effects implemented -- heatwaves over lava, distortion to things under water, and a much improved "loud noise" effect -- the way is being paved for implementing much cooler visuals and replacing old ones with more computationally economical effects, which should ultimately help with the game's performance. However! I am! Aware! That this build does have a few visual oddities as a result of both of the above facts! For instance, the shaders will occasionally render on top of UI elements, and the scrolling text that shows up when you level up or learn a spell might come with some strange side effects. These are all things that I'll be working through in the coming builds, but they tend to be relatively minor (as far as I know!) and don't impact the game too much aside from very occasionally looking pretty silly. And of course, if you don't like or have technical issues with the shaders, you can disable them in the Options menu to go back to the way it was before! Lastly! After much ado we've finally got Windows and Mac versions building in the new dev environment, but unfortunately Linux users will have to wait a wee bit longer! We literally (literally literally, not figuratively literally) only just got the Mac build working late last night after hours of trying, and, fingers crossed, the linux version will be coming sometime later this week.
NewGame is now being developed in Game Maker Studio 2!Added 3 new meals and meal effectsAdded new environmental hazard to upper dungeonAdded shaders!ChangesCan now track entrance/exit doors, boulders, and teleport trapsTracked objects now have arrows pointing to off-screen instances of themIncreased Catacoin value for depthInvisible byats' eyes are no longer visible unless they're attackingRemoved hold-to-aim for spellwright to avoid conflict with trance and overloadCan now see the exact health of undead followersChanged the behavior of teleport: It now can either warp immediately or leave a waypointAfter leaving a waypoint, casting teleport again will bring you to itCan now cancel teleport aim by jumping or attackingMushrooms now lose their poison regardless of how they're cookedCooked mushrooms no longer poison water forever; only when they're first cookedImproved Anticropolis ruinsFixesBlack fullscreen in Windows 10Crash when tinker-bot picks up chestsUnable to cast spells when stuck in a wallTeleporting into a wall with your last charge of teleport doesn't kill youIncorrect description text for clothiers enchanting headgear with +LightFishanha meal does't workTracking light-emitting objects as a pathfinder lights all such objectsOwl-men corpse and zombie heads don't change color to match the rest of themPotions of might, regeneration, and haste last for 660 ticks with resourcefulTank door spawns on floor 10 in anticropolisTank still spawns in place of the twinsAmulets are equipped to missing arms when looted from corpsesLooting corpses behaves strangely with hates/likes weaponsWeapons near explosions and fire sometimes burn forever (behaving infernally)Weapons thrown with deft throw and trajectory don't deal any damageShops sometimes don't upgrade your equipment (fixed?)Arrow ammo draws incorrectly in co-opCrash when attempting to loot the other player in VS modeCold burst has no name when castingNear Future TO-DOLeaderboards (for serious this time)Flesh out Encyclopedia. 0.1.3!:
NewNew Class! The TINKERER!New Items - GrenadesRobot FollowerCatacoins!Custom Kids!Battle music!AC Forts!ChangesOog now have energy for the void amulet to drain Changed some reputation requirementsLarge mushrooms are now heavier and bounce away creatures when not upright or when struckMushrooms are know knocked away by attacksImproved Magic 101's charged tome attackImproved Magical Combat's charged tome attackAs a Spellwright, projectiles from tome attacks will auto-aimUndo is now removed from your skill grid when its max charges reach 0Arrow types can be swapped by holding "Stow", even when having held/stown itemsMade Anticropolis background details better and more uniqueAdded splash visual effect for entering waterAdded bubble effect to lava surfaceChanged explosion visual effectChanged flame wave visual effectMade icy slopes much more slipperyAdded a V-Sync option in Graphics options for Windows users Setting V-Sync to "ALT" should help WIN 10 users with their black fullscreen issue but may introduce other issues !!-This is only a temporary fix. A true solution is coming soon-!!Added option to disable contextual prompts in Graphics optionsSome changes to lighting in the AnticropolisOrb of Leveling light now cycles through colorsClassing up as a wanderer more dramatically increases farsight distanceImproved camera point of interest functionalityDoubled charged duration of Soul weapons and added a damage penalty for losing chargeChanged behavior of shadow strikers for Soul weaponsStronger enemies generate more shadow strikers when killed with soul weaponsChanged the behavior of lanterns to make them more usefulLanterns now remove invisibility from lit enemiesWearing sandals, going barefoot, or being naked in the AC increase heat lossSandals have less durability... Sandals/bare feet kick faster and increase freerun wall-run speedBoots have higher durability... Boots kick slower, and decrease freerun wall-run speedHeavy weapons and equipment increase freerun startup timeBoots reduce damage from ground spikes 1 at the cost of durabilityHelms and Coifs reduce damage from ceiling spikes by 1 at the cost of durabilitySlightly reduced input window for heavy lifting creaturesAdded learned percentage of weapon skill to "Likes [Weapon]" descriptionIncreased shop securityShops now come in different typesShopkeepers offer different services based on their store typeAdded living space to shopsAdded background details to shopsMerchants will buy your items for closer to their actual value with higher LUCMixed potions now identify if their components are identified after being madeWeapons clashing gains the attention of nearby creaturesDisarming enemies while you have [Pilfer] now [steals their weapon]Using Grapple on enemies now [disarms them] if you have [Disarm]Made gamepad input for mighty stomp harder to do accidentallyRefined Air Dash behaviourImproved input responsiveness for quickly throwing things after taking Trajectory or Deft ThrowChanged appearance of Trajectory throwsTrajectory now briefly slows time when initiatedDeft throw now has a slight auto-aimWeapons thrown with trajectory only bounce onceRealized Amulet of the Void now only activates upon stealing energy/magicReduced Amulet of the Void's rangeIncreased INT requirement for enemy amulet useCan now ride bouldersCan now initiate trajectory bow shots downwardCrush trap chain reeling sound is now emitted from the crushing headCorpses are no longer valued by name lengthHumanoid corpses' worth now take into account their equipped itemsAdded ruin structures to AnticropolisFixesFixed pools of water spawning incorrectlyFixed amulets de-identifying when INT dropsEnergy with Void Amulet drains one from maxInput icon for class ability doesn't display when using controllerArrows behave a bit better in tight corridorsCrash when drinking Potion of Cleansing FlameIcicles are fine in lavaFlame pipes add excessive "Charred"s to corpsesTeleport traps can spawn on the ghost and other "up-to-interact" featuresBoulder traps don't trigger over too-short distancesFlame Wave, Infernus, and burning enemies don't properly produce lightFixed a bug with disabling out-of-view instancesInteractable object title text is drawn in the wrong colorBurrah-boi meal doesn't work at allStrange transparency artifacts with alphas while in fullscreenSolidified Lava in reaper room is rendered incorrectlyStill climb up and down ladders while tracking/aiming lanternCan heavy lift creatures while already holding an itemHeavy lifted creatures can be picked up by humanoids other than the one who initiated the heavy liftGhost sometimes provides too many, too few, or incorrect trait optionsAll the music was in mono BECAUSE I'M AN IDIOTCrash when ogo slime on feet explodes in a gas trapCrash when losing one's weapon-arm mid-attack while using a bowPotions are overly resource-intensiveFiring a bow homes in on switches even when they're behind youMissing particle effect upon level upBreathing Masks don't workNB becomes unresponsive after being blocked or shield parriedUsing raise dead on a player in co-op doesn't restore their charge starsDead things gain value as they degradeNear Future TO-DOThe Deep DarkTier 3 BoonsMore Minibosses. 0.1.4c:
A few bugfixes, and bringing the Mac version up to date. Unfortunately we're still having issues with Linux. We've finally managed to get it to compile after transitioning to GMS2, but there are some severe issues with drawing the screen (ie. it doesn't) that need to be addressed. This'll be the last update until after New Year's! Hope y'all all have a happy holiday season and New Year! See you in 2018!
ChangesStronger Byats' eyes now leave glowing streaks to help with color-blindnessand also look radSome other stuff maybe.FixesContext button tips appear in the wrong place on the screenCrash dealing with bows and grave monolithsSome other stuff probably. 0.1.5c:
More bug fixes, and bringing Linux+Mac versions up-to-date.
FixesCrash when wraiths have no targetPlayer is annihilated upon entering a floor in a snowdriftHumanoids trying to chase through locked doors constantly jiggle the doorknob loudlyAI_action_backhop crashEnergy bar looks weird when you changing to equipment with less MAGRegeneration overwrites owl wings when flyingCeiling spikes draw beneath jump-thru platforms in the ACLava bridges are now destroyed when lava loses it heat (Reaper fight, siphon, etc)Pressing select+cancel at the same time over a gravestone select backs to class select but still shows the custom kid dialogBacking out of kid select shows particles for destroyed mana batteriesShopkeepers get mad at you if you're infected with any plague fliesPressing select+cancel at the same time on the level-up screen levels the selected stat without advancing its tierFlame cone traps shoot at the wrong angleCrash when going through the tank door in co-op. PAX East Minibooth!:
HEY! Just wanted to give y'all a heads up that I'll be showing Catacomb Kids at PAX East in Boston later this week as a part of the INDIE MINIBOOTH! It'll be my first time showing the game officially at any sort of convention or expo type thing, so if you're in the area come say what's up and maybe gimme a high five or something! Unfortunately this does mean that the next build won't be coming until after I get back from Boston. I was hoping to have it out in February but obviously that didn't happen -- With GDC going on and PAX stuff to prepare for, I was mostly bogged down in the whole "email and business and taxes" side of game dev that nobody likes to admit actually takes time. That side sucks, yo. Anyway, wish me luck!. 0.1.5b: SORRY. MY BAD. 0.1.5b should fix the "Fishahna Crash". It's only out for Windows right now, but Mac+Linux versions will be on their way later in the week.
FixesFishanha crash when eating corpses. 0.1.0b Changelog:
Buncha bug fixes (AND SOME NEW STUFF) Windows only for now, Linux + Mac coming in the next couple days. (Super sorry Linux folk for the delay in gettin’ this update to y’all! It's coming soon though ?)
Fixes
Dungeon Rats Activation Code [hack]
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