About This Game The Origin Of Dungeons500 Years ago the demon sorceress Abys was sealed away beneath her fortress by 4 legendary heroes and a 5th forgotten one. Ove 5d3b920ae0 Title: Catacomb KidsGenre: Action, Indie, RPG, Early AccessDeveloper:FourbitFridayPublisher:FourbitFridayRelease Date: 20 Feb, 2015 Catacomb Kids Ativador Download catacomb kids. catacomb kids lyrics A very fun title, very heavy on variation and experimentation. This game is an excellent example of emergent gameplay.. Fluid, fast, a lot of mix and match playstyles. Enjoyable and surprisingly deep mechanics to explore.. One of my favorite games of all time.. It's Very Very Good.In a Nutshell: Spelunky + Heavy Roguelike elements.This game has depth, there are mechanics upon mechanics, and many ways to approach it. There are 4 classes, with a lot of room for differentiation in play-style via starting conditions and build. The Catacombs are cruel, and punish smack down hubris, the A.I is clever, and more advanced enemies will trick you. Like, it's fun, very fun.. Hasn't been touched in a year. Completely dead and completely disappointed that I spent money on it. 0.0.13b: Fixing bugs! Back on that YYC for Windows, no more black fullscreen for Linux, and you can have your soup and eat it, too.Fixes 0.0.13bFullscreen is blackCrash when drinking soupsByat meal bonus doesn't always wear offSpicy foods aren't indicated as such in food queueTwins can flee from the fightCrashes with AI in reaper fightShopkeepers are listed as "Other Things" in the end-of-run kill listFrequent spawning in wallsChanges 0.0.13bAdded indicator beneath hunger queue to indicate currently active meal effectsSpicy meals made more effectiveAdded new soup typeImproved mechanics of hot potatoesCan use grapple on ReaperCompleting a meal shows its final components. 0.0.11b: Sproing! Just a couple bugfixes. Literally two.Fixes 0.0.11bGame crashes when bottling corpsesCompleting meals of +0hp with messy eater deals damage. The Anticropolis! Bows and Arrows! Wayward Kids!: The Anticropolis. March Dev Update!: So, its been a little over a month since the Early Access release! Q: Hows it going so far?A: GOOD.Following the first quick bugfix build a few days after the initial steam launch, I continued working on fixing bugs and crashes, and easing back into game dev mode after the hectic weeks leading up to Early Access.Then, March kicked off with the Game Developers Conference, where I gave a talk about procedural level generation. People seemed to like it, so thats cool! Since I had to gather some resources and make slides for that presentation anyway, Im gonna use that as an excuse/jumping-off point to finally do a write-up about CKs level generation that Ive been talking about making for a while, so look forward to that happening sometime very soon.At GDC I also met a ton of rad people working on groovy things, like moppppin, whos making Downwell[downwellgame.com], and Tim Keenan, who got me excited for Duskers[duskers.misfits-attic.com], and Nihilocrat[nihilocrat.itch.io], who does cool nice things that I dig. And, I mean, there were a ton of other folks. Like wow so many all doing groovy cool rad things. Jeez, just too many.--Anyway, after recovering from GDC and getting that wombat of creativity dug down in my gut again, I got back to The Kids. Since the EA release Ive been keepin three eyes on Twitch streamers and Youtube Lets Plays of the game - due in part to narcissism but also so that I can see the areas people are having trouble with, take note of bugs and balance issues, and laugh at their many, many (many, many) deaths. Watching these videos has brought about a few balancing changes, like making enemies hit softer on the earlier floors, severely shortening the duration of the spell Shadow Cloak, and a few other tweaks and changes to make the game easier or harder in the proper places.I mean really, why did Shadow Cloak even last that long in the first place?--During the Monday streams, I continued work on Trance, adding another valuable tool to the players arsenal. Trance is the counterpart boon to Overload: where Overload focuses on making spells more outwardly powerful, Trances are more about imbuing the player with a more passive aspect of the spell. This doesnt mean that Trances are always merely defensive - though that is a trend they have - but that rather than having an immediate outward effect, they grant the player some trait or ability that persists for a short duration.Ive also made Trance and Overload require Charge Stars, which was actually the intention for them all along but which I didnt have finished in time for the release. Essentially, casting a spell as an Overload or Trance will cost a kind of spell charge called a Star, and that spell cant be Overloaded or Tranced again until its Charge Star has been recovered. Charge Stars can be found in fancy chests and may sometimes be dropped by tougher enemies.They also make a nice sound when they hit the ground; a consequence of the work Hryx and Doseone have been doing to make the game sound amazing.Hey did I mention how pumped I am to have Doseone working on the game? I dont think I have, so theres that. Him and Stevie have been killin it together aurally for nearly a year now, and I cant wait to make some headway on the Anticropolis so you guys can hear the beauty its shaping up to be even in these early stages.Lastly and most recently, Ive set to work knocking out some of the inefficiencies of the code that had been having a significant impact on performance. Not least among these elements are gasses, which have been completely reworked. They now are able to spread around corners an be blown around by Whirlwind, in addition to their previous functions. This is also good because gasses will be an important aspect of the Anticropolis, and even moreso the Deep Dark.--So thats how my month has gone. The first real monthly build update to the game will happen sometime later this week, and include all of the above changes plus a bunch more, as well as a couple other announcements.Look forward to it!. 0.0.9c: What! What! Another bugfix update, as well as a few minor changes.Fixes 0.0.9c Sometimes armors are mis-drawn with objects in themFullscreen is offset/doesn't fit at certain resolutionsUsing shield-bash to pilfer weapons ignores missing armsEating severed limbs with resourceful screws up food queueShields are wrongly coloredGame crashes upon startup if gamedata.ck fails to load"MISSING DS MAP" In place of the Daily RunWeapons are called shields in the equipment menuEnders and their skeletal spawn aren't on the same teamPoet's Tome disappears upon Undo death-saveClosing doors forces you into crush-trapsCan get stuck in walls when defeating the reaperExit doors sometimes spawn in wallsMore objects properly darken when outside of viewing rangeChanges 0.0.9cOverheal maxes out at max hp+INTWooden shields burnShields degrade with useHealth increase on level-up doesn't eat OverhealAdded missing indicators on spellbook menuChanged Poets' "Combo" input to "Hold Stow"Spirit followers are immune to fireBeing in lava deals more damageClarified that Dagger Skill 3 (Execute) needs to be done in midairEvasion for Freerun and Acrobatic no longer trigger while attacking. 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 loudlyAIactionbackhop 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. 0.1.3b: UNFORTUNATELY this patch is only out on Windows for the time being. We've been having mad issues building for Mac and Linux but fingers crossed they'll be coming before too long. Alas, we're not entirely sure what the fix is yet so I can't provide an ETA.In the meantime, Windows folk, have a bunch of bug fixes! CHANGESReduced Tinker-Bot max hp increase from class-up from +5 to +3 eachClassing to Engineer lets tinker-bot carry heavy itemsReduced Tinker-Bot stat increase when going from Mechanic to EngineerAdded option to tinker-bot to only pick up unusable objectsAdded input prompts to tinkerbot's manual modeAdded input prompts to character select menuEngineer's Tinkerbot changes sprite to reflect improvementTinkerbot repairs damage from poor repairs by descending floorsHeadaches now last for 2 floors instead of 1Tinker-bot is better at avoiding shifting platforms in the ACFIXESUndo isn't removed from the spell bar when maximum charges reach 0Missing leg causes air dash to behave strangelyOrb blinks when intersecting walls even when carried by TinkerbotBarrels sometimes burn them foreverCan be moved while going through doorsMoving Platforms in the AC can overlap the entrance/exit doorsBot hits self with thrown arrowsBot weapons don't disintegrate when brokenCan give bots heavy objects through the idle menuLikes/Good With [Weapon] doesn't specify weapon type when loading a template kidSpellbooks stolen by rats become invisibleReaper weapons fly away after unpausing from tinker mode switchSpikes in reaper room float when walls disappearWind-up turtle can be poisonedThrown weapons not reflected by armor of reflectionPotions deal damage incorrectlyCan't change Tinkerbot mode in coop while the screen is splitBear trap keeps you caught after UndoIf you ride a boulder into a wall, the boulder may push you slightly into itWeakness and a few other status effects aren't reciprocated by reciprocityLava bridges sprite turns to wooden bridge sprite when crushed by crush trapsNB sometimes spawns in walls and other strange placesTinkerbot mode cannot be changed when class ability is assigned to SPELLCustom Kids can't start with amulets"gmlObjectparplayerStep0" crashesLocked rooms often generate without treasureWooden barricades can block off areas. 0.1.1!: Have an update!I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll!In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs and ask me why this game is taking so long to finish like I do every night as I fall asleep choking back tears.MAC USERS: Please let me know if this update fixes the gamepad issues! If it does then I'll know what the problem was. If it doesn't then I'll rule out a possibility and know what the problem isn't.Fixes Pose doesn't change when climbing up onto ledgesFixed a bug with giant arrow damage calculationArrows catch fire if stuck in someone who runs past a campfirePlayer 2 Overheal UI is jankCasting Raise Dead with overcharges costs no overcharge and ignores blocked energyNegative status effects on allies may spread to you via ReciprocityThe number displayed for current energy when paused is incorrect when mp is blockedFlames from Fire and Ice can also burn alliesReaper room often reconstructs incorrectly after the battleGoo meal can overheal for greater than ones INTTeamed-up Wayward kids spawn as though fleeing when traveling to the next floorFire and Ice gave only Hot charges when picked up with Innate PowerDark Arts gave the incorrect charge typesEeol Labeled Eel in kixll listMelting/dangerous slimeballs are not labeled as suchCrash when boiling an orb of leveling in a bottle of waterCan get pushed into walls by boulders and barrelsCannot teleport out of a wall after surviving a teleport into oneMaking soup from a frozen corpse makes potato and [thing] soupSome kids don't drownMelting and dangerous slimes are not properly labeled as suchAir Dash can be buggy at times"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different keyExtra Tough doesn't affect Bear TrapsFixed some typosDark Phase has no spell descriptionShops in the Anticropolis have no doorsNewNew Anticropolis Transition Stages!Amulets!Added a few more Encyclopedia entries!Changes Increased arrow damage Increased arrow accuracy Reduced chance of enemies dodging arrowsHalved the rate at which bows degrade from useTaunt now affects crabs and turretsIncreased frequency/severity of unstable undo's side-effectBarrels are empty more frequentlyof Health now heals to a minimum of 3hp, regardless of hp maxSpellbooks restore more charges and charge types when picked up with Innate PowerAdded Teleport OverloadAdded additional contextual button prompts (Sorry, no way to disable them yet! But there will be!)Temporarily removed Wayward Kids in order to address an abundance of crashesChanged Frolix AIHelms and Coifs now reduce stomp damage by 1 Non-"Hard Helms" and Coifs take a ton of durability damage when stompedRemoved STR requirement for pilfering enemies' weaponsReduced frequency of barrel assassinsImproved warhammers' statsAdded "Farsight" to Wanderer's Instinct class abilitySpellbooks can be Tomed by using class ability while holding a bookTransition stages don't count against meal effect floor countAdded button prompts for actionsEncyclopedia entry requirements can be met over multiple runsAnimated title dropFat humanoids landing don't knock other fat humanoids into the airMade fat grumbuls much less commonAdded sound effects to crabs and eelsAdded sound effects to laser trapsSkeletal mages now spawn in the AnticropolisMade standing torches rarer in the AnticroplisNear Future TO-DONew Class!Flesh out Encyclopedia. 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. 0.1.4!: 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
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Catacomb Kids Ativador Download
Updated: Dec 11, 2020
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