Sorry for such a late answer, but recently I really don't have time for anything :/
super: Yes, I was also thinking that this may be the best chance to publish some gameplay from this project. Now people will probably believe in everything MediEvil-related. We're evil people, lying to others like that
Dan's Friend: You're right. We don't know basically nothing about this remaster right now. But one of the shadows in the background is a render from ME2. In other hand skull in this video was made by rawtalent, so maybe they're going to remaster his project It's hard to say what Sony is going to do.
Garden Variety Zombie: There is also that possibility. But considering these shadows in the background it can be anything.
Ok, so this is what I'm going to do. As long as we don't know any more details about MediEvil Remaster, I will continue this project. From now my main priority will be finishing Wulfrum Hall and releasing version 3.0 with playable, full-sized Dan. Anything more, like e.g ability to take control over green hands or detaching own arm will be possibly added later. So version 3.0 will contain only most important things without anything special, to let me finish it as soon as possible. That's the plan.
Post by Garden Variety Zombie on Dec 12, 2017 19:50:04 GMT
It's always good to focus on the 'main' game before you add anything, I wish more companies did stuff like that. Wrestling games suffer from glitches in basic game play because they seemingly use their time to add in new features instead of fixing things that have been broken for years.
"We's afraid the Master of the house is out at the moment trying to plunge the land into eternal night, but come on in, and make yourself at home" - Zarok's Entrance Hall Gargoyle
Funny thing is that I wanted to post here something new from about a week It always ends with "later" or "tomorrow". So thanks for asking, super. It motivated me a little bit Anyway, roof is done including things like tiles on it and of course gargoyles. I always want to keep things as much similar to original game, as possible. But I have to admit that I wasn't sure how gargoyles should look like. In original Wulfrum Hall they are not even in 3D, so my version is more like... my interpretation with some own ideas. That's one thing. Second thing is that I started making sword and shield for our hero. For now I have only a shield. Copper Shield, to be more exact. But do not worry - I've already started working on the sword.
Looks like I have some... technical issues. I was trying to export project for a good 4-5 hours, but it's still not working I don't know, I have to check again engine settings or something. New version will be ready as soon as I figure out what's going on.
Version 3.0 (codename: tomorrow) is ready to download! As I said before - I had some technical issues with Unreal, but it's all working now. By the way, this engine sometimes really creates problems unnecessarily... Anyway - for now Dan-Hand Game contains only most important (for this version) map - Wulfrum Hall. Later I'm going to publish version 3.1 with Laboratory as well. The reason for that is mainly Princess Kiya. As you could see earlier, I've made some improvements for her, and now she have new physics for hair. And because of that physics I have some issues with her body animation. Speaking more accurately - I have to figure out how to export this animation from Blender to make it working with new hair physics. So because there will be version 3.1, feel free to tell me if you find something that I should change/improve in Wulfrum Hall
Oh, and this time you have to download new version from GameJolt, because I don't have much space left on my Dropbox Here you can find version 3.0: GameJolt
EDIT: I nearly forgot. Dan is running by default, but if you want walk slower, just hold ctrl.
Yeah, I'm also using a laptop just like you, so that's probably the reason. I checked previous versions on on better PC and it was running in 60fps. That's why I suspect it's a matter of hardware. Main rule is this: if it's running on my laptop in 20fps, then it's probably optimised And of course thank you. I'm pretty sure that professional dev team can do much better visuals than me, so hopefully we'll not be disappointed.