Evidyon v. 2.6: Sound, Potions & More

Private discussion of the Alpha. Karl posts updates here.

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Evidyon v. 2.6: Sound, Potions & More

Postby Karl G. » Sun Mar 01, 2009 1:43 am

http://www.unseenstudios.com/evidyon/download/install-evidyon.msi

- TO BIND KEYS, hold the right (alternate) mouse button, then CLICK on a spell, consumable item or button in the menu
- if you hover for ~1 second over any item or spell, a tool-tip pops up with a description for you.
- some sounds are added--going to add more asap (when I restore characters, tomorrow)

This update delivers itself to you automatically if you run the launcher. Will be updating more very soon, including adding a key-binding screen where you can see all of your current bindings.

Also: default keys for chat (RETURN) chat log (L) and screenshot (F1) are unchangeable right now. Will be fixed.

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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Rabit561 » Sun Mar 01, 2009 12:09 pm

OMG you can go inside now!! |Fucking Orgasm!!|
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Karl G. » Sun Mar 01, 2009 1:07 pm

Haha uhh...yeah, that's been there :D

Next update, I'm going to have some people inside that house! I'm working on interactive NPCs (merchants, bazaar, bounty hunters, etc) right now.

BTW, I'm releasing a quick fix for the exp bar--it's not showing up right now :/
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby marzuku » Sun Mar 01, 2009 2:37 pm

Awsome, you need to make the Character faster when it comes to moving though, im the clicking kind of type:) though i dont mind holding the mouse button inn it's response to clicks should be faster, also just wondering when you are implementing lvls? also.. nice work on the launcher.. its an upgrade from having to download two seperate files from the Forum like xen had:)

And yeah got a suggestion, wouldent it be better with a camera angle overlook just a liiiittle further away than it already is?
and hehe yeah the scorpions and Dog's were freaking fast when it came to ambushing me:P

And you could probably make the color theme of the game just a tad more medieval(meaning darker)

Just a few suggestions nevermind em if you have your own ideas:)
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Karl G. » Sun Mar 01, 2009 3:05 pm

marzuku wrote:Awsome, you need to make the Character faster when it comes to moving though, im the clicking kind of type:) though i dont mind holding the mouse button inn it's response to clicks should be faster, also just wondering when you are implementing lvls? also.. nice work on the launcher.. its an upgrade from having to download two seperate files from the Forum like xen had:)

And yeah got a suggestion, wouldent it be better with a camera angle overlook just a liiiittle further away than it already is?
and hehe yeah the scorpions and Dog's were freaking fast when it came to ambushing me:P

And you could probably make the color theme of the game just a tad more medieval(meaning darker)

Just a few suggestions nevermind em if you have your own ideas:)


Thanks for the feedback! If it seems like the camera is too close, it might be that I need to shrink the characters and scenery a bit. I'll make a note.

If you look around the forums for old screenshots, you'll see that I darkened the game significantly from what it was before :) I think when I finally get lighting working the feel will be much better. I agree with you, though.

What do you mean as far as "implementing levels"? You can currently level up. If you were playing earlier, the XP bar might have been hidden (I fixed it now though).
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby marzuku » Sun Mar 01, 2009 3:53 pm

Karl G. wrote:What do you mean as far as "implementing levels"? You can currently level up. If you were playing earlier, the XP bar might have been hidden (I fixed it now though).



Noticed i could level up yeah:P took me a while to understand the exp was comming inn but it wasnt showing on the Bar though :?

lvl 3 now and the exp is comming inn but slowly, seems like i only get exp after like 3-7 creatures? is that something you wanted there? or is it just my version fucking with me? :mrgreen:
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Karl G. » Sun Mar 01, 2009 4:22 pm

Ok, the exp is messed up. I'm in the middle of changing something right now, so it's going to take a little while for me to figure out what's going on.
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Joe M. » Sun Mar 01, 2009 5:42 pm

is the view key implemented? If so, is there a place to change it? I wrote something to 'v' and now can't change my view!

Also, animation for Remedium is gone.
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Karl G. » Sun Mar 01, 2009 6:58 pm

Yeah, I didn't enable the view key at all actually. Whoops :/ It's easy to add, though, so I'll see if I can stick it in the next update.

Thanks for the note on Remedium--I think I know why that happened.
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby marzuku » Mon Mar 02, 2009 12:55 am

Btw karl as i said before i was writing ideas and starting to make my own game, and in the process i started with the history classes spells and names for spells.

What you did that Ej didnt do was give descriptions of spells and poo, now Ej used latin on his spells, i understand you used greek and English?
what about in the sense of us creating a game that is abit different we can add English names? that way new players who got bored of runescape and were looking for a more fast paced game would find Evidyon a easy to learn but harder to perfect game?

if you are finding it difficult to find new names for classes i could always get up some info from the incomplete game i made, had like tons of ideas for classes and stuff :D

And yeah Two handed maces.. any one said anything about those :D ? we had halberds twohanded swords two handed axes etc but no kickass twohanded mace!
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Rabit561 » Mon Mar 02, 2009 1:33 am

marzuku wrote:Btw karl as i said before i was writing ideas and starting to make my own game, and in the process i started with the history classes spells and names for spells.

What you did that Ej didnt do was give descriptions of spells and poo, now Ej used latin on his spells, i understand you used greek and English?
what about in the sense of us creating a game that is abit different we can add English names? that way new players who got bored of runescape and were looking for a more fast paced game would find Evidyon a easy to learn but harder to perfect game?

if you are finding it difficult to find new names for classes i could always get up some info from the incomplete game i made, had like tons of ideas for classes and stuff :D

And yeah Two handed maces.. any one said anything about those :D ? we had halberds twohanded swords two handed axes etc but no kickass twohanded mace!


Hmm.. Gives me an idea.. Maybe Karl can make it so that ANY weapon can be held with either 2 hands, 1 hand w/ shield, or even Dual Wield?
Emo kid likes this idea :mrgreen:
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby marzuku » Mon Mar 02, 2009 2:12 am

Where can i get my hand on the program you guys used to draw up the models?
id love doing some work on it:)
Also Bone armor, id love doing some work on that, Bone should be white not Black.. i was thinking something like The bone on a Espada in the Anime series Bleach.

Example:
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Re: [LATEST - March 1] Evidyon v. 2.6: Sound, Potions & More

Postby Karl G. » Mon Mar 02, 2009 8:45 am

try using FragMOTION or Blender for models
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