Super House of Dead Ninjas

Super House of Dead Ninjas

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Bitmap Bureau 12 MAR 2013 a las 18:12
Updates
Next update...
  • Fix issue with view custom maps.

v0.9.7 (5th December 2014)
  • Fix crash when publishing a map - doesn't happen every time though!
  • Allow players to view *all* highscores, not just the ones around them.
  • Option to prevent friends' names being used for special enemy names
  • Make rubber ducks float!
  • Allow rubber ducks to be placed in the editor

v0.9.6 (3rd July 2014)
  • The game would crash when trying to preview a custom map - should now be fixed!

v0.9.5 (16th April 2014)
  • Had another look at the hookshot glitch which allowed you to escape through the tower walls - this really should be fixed now!.

v0.9.4 (15th April 2014)
  • The hookshot / scythe glitch which allowed you to escape through the tower walls should now be fixed.
  • Pushing "F2" allows you to see the collision boxes for all sprites.
  • The sprite limit has been increased which should come in handy for those players creating their own levels.

v0.9.3
  • You should now see your Steam friends' names appearing the game as the special enemies!
  • The announcer insults can now be turned off in the audio menu
  • Lasers can now be forced to point horizontally in the editor
  • Your game stats can now be seen when the game is paused
  • The timer has been removed from Boss Rush mode
  • The shift key can now be mapped

v0.5.0
  • A "Reset data" option has been included in the options menu for those players wanting to start from scratch.
  • We noticed that the fake pickup enemy was missing, so he's now been reinstated!
  • You can now only collect a maximum of 99 TDL tickets.
  • Fixed crash bug when trying to play a custom map more than once.
  • "Up to jump" is now a global toggle, rather than just being limited to the controller setup.

v0.4.8
  • Fixed issue with selecting audio slider.
  • Dynamite can no longer destroy map boundary tiles.
  • Attempted to fix triple jump "flying" issue...seems fixed.
  • Low detail option added
  • "Smoothing" option added to video menu for players wanting to scale window manually with filtering applied.
  • Attempted fix with collecting the timer and it not being cleared correctly.
  • Fixed issue with map rows being processed multiple times in custom maps, causing glitch with tiles behind statues.

v0.4.2
  • The Abarghus fight has been optimised.
  • There is now a global audio volume setting found in the "Audio setup" menu.
  • Native controller support added - the default settings are for the XBox 360 pad although the d-pad isn't yet working. A number of other pads seem to work though, such as Logitech.
  • There were several stats which were still increasing when playing custom levels, so this has been stopped now and any achievements which were skipped should be unlocked when the save data is loaded.
  • If you've maxed out your projectiles, bombs or magic then you will no longer be randomly given any of these weapons - you should get one of the other weapons instead, or if all weapons are maxed then you'll get a bonus or extra life.
  • The skull pickup which teleports you back up the tower has now been fixed so that you don't get placed before a boss room, which prevents you from going any further.
  • Abarghus' weakspot can no longer be turned in to a rubber duck. ;)
  • The morning star is no longer classed as an enemy (my mistake), so the foe randomiser won't affect it.
  • Zo's new methods to read in subscribed and published maps have been implemented, so they should be more reliable than the previous method.
  • You can now map keys to the numpad.
  • The various glow effects on the suits should now work again.
  • Selecting Chaos Mode when on anything other than the weapons screen should no longer cause a problem.
  • The game window can now be scaled to any size.
  • The familiar should now carry over when looping.
  • You should never get stuck in a situation where you can't recover - you can also recover mid-air or whilst sinking in water now.
  • Keyboard and joystick support added to colour picker and play custom map screens.
  • Tile transitions have been removed in "low" detail mode, and the boss intro banners have been optimised.
  • "Up" can now be mapped to a separate key.
  • The axes have been tweaked as they weren't quite working as described.
Última edición por Bitmap Bureau; 13 ENE 2015 a las 5:23
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Mostrando 1-15 de 67 comentarios
Ken 12 MAR 2013 a las 21:41 
Awesome guys, I'm a little sad to say I never experienced the weak point rubber duck glitch. :(
Marisa Reset 13 MAR 2013 a las 8:15 
"Smoothing" option added to video menu for players wanting to scale window manually with filtering applied.
Ahhh, so this explains why smoothing wasn't doing anything for me, it's meant for windowed mode only. Mystery solved!
Spiriel 13 MAR 2013 a las 18:17 
It is great to see you guys updating and supporting this game we love. Well done with the updates my friend.
Bitmap Bureau 13 MAR 2013 a las 19:40 
Publicado originalmente por Fandango:
"Smoothing" option added to video menu for players wanting to scale window manually with filtering applied.
Ahhh, so this explains why smoothing wasn't doing anything for me, it's meant for windowed mode only. Mystery solved!

I'm not even sure that it works on all video cards, but it's in there should players want to try it out!
Bitmap Bureau 13 MAR 2013 a las 19:41 
Publicado originalmente por Medion:
It is great to see you guys updating and supporting this game we love. Well done with the updates my friend.

No worries - it's all part of the Megadev After-Sales Service ® ! ;)
What will it take to get D-pad support on the Xbox 360 controller? Love the game except for that one face-palm-inducing omission.
Bitmap Bureau 30 MAY 2013 a las 6:29 
Publicado originalmente por The Master Chief from Halo:
What will it take to get D-pad support on the Xbox 360 controller? Love the game except for that one face-palm-inducing omission.

It's being worked on by the guy who wrote the original controller extension - I'm hoping it will feature in an imminent update, but I can't say for certain when that will be. As soon as I hear anything I'll let everyone on here know!
Shopper_Keeper 1 JUN 2013 a las 13:16 
So I remember there was talk of a "super hard" mode being implemented... anything ever happen to that?
Última edición por Shopper_Keeper; 1 JUN 2013 a las 13:18
Bitmap Bureau 1 JUN 2013 a las 14:16 
It should be happening in a future update...watch this space. ;)
Hircyn 11 JUN 2013 a las 23:53 
shouuld add more weaponss
rpgamer987 10 JUL 2013 a las 22:46 
Liked some new room layouts. Might just be that I'm out of practice, but some of them genuinely seem to up the difficulty.
Spite and Rage seem to have switched places. Good move, I say. Spite is way tougher.
New enemies that I saw in hell were nice. Buzz saws seem like a nice addition.
I noticed some spots seemed to run just a tad slow, but not enough to ruin gameplay for me.
Also, the rage meter seems a little tweaked maybe. Can't pin it down, but there seemed to be spots where my rage ended sooner than I expected. Could just be me not paying enough attention.
Ichi 13 JUL 2013 a las 7:01 
The resolution is ♥♥♥♥♥♥ up
Ichi 13 JUL 2013 a las 9:29 
i had to change my resolution to 1024x768 due to some signal input problems and the game dont scale...it used to before the update...it stretchs beyond the screen
Bitmap Bureau 13 JUL 2013 a las 14:04 
Publicado originalmente por Ichi:
i had to change my resolution to 1024x768 due to some signal input problems and the game dont scale...it used to before the update...it stretchs beyond the screen

Could you supply a screenshot please and also tell us which version of the game you're playing?
Tomal 18 JUL 2013 a las 7:52 
dev, just one question, its just me or the bombs pickups greatly increased in frequency post update? I have the impression that the entire item chance table was changed.
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Mostrando 1-15 de 67 comentarios
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Publicado el: 12 MAR 2013 a las 18:12
Mensajes: 67