[Game] Archmage Gray

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SpeedMaster
Posts: 354
Joined: 12 Nov 2016, 16:09

Re: [Game] Archmage Gray

28 Mar 2019, 14:48

Gio wrote:
26 Mar 2019, 09:56
Now that you mention it, changing it to a space theme should indeed be doable...
Hacked... :mrgreen:
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Gio
Posts: 687
Joined: 30 Sep 2013, 10:54
Location: Brazil

Re: [Game] Archmage Gray

28 Mar 2019, 15:00

SpeedMaster wrote:
28 Mar 2019, 14:48
Hacked... :mrgreen:
Awesome :bravo:
Helgef
Posts: 4007
Joined: 17 Jul 2016, 01:02
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Re: [Game] Archmage Gray

02 Jun 2019, 03:04

:salute: awesome, such a great job! :bravo:

Cheers, and thank you very much sharing.
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Gio
Posts: 687
Joined: 30 Sep 2013, 10:54
Location: Brazil

Re: [Game] Archmage Gray

05 Jun 2019, 11:39

Thanks for the feedback Helgef :D

I really wanted to see more games like this one in these forums. We have a lot of unexplored potential for game development in AutoHotkey :thumbup:
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Gio
Posts: 687
Joined: 30 Sep 2013, 10:54
Location: Brazil

Re: [Game] Archmage Gray

26 Jul 2019, 22:40

:arrow: New Version (1.01) made available this date (26/07/2019).
Bugfixes:
-> Enemies no longer flicker directions when they reach the players Y position.
-> Lexiko Scroll 4 (Freeze enemies) no longer causes inactive enemies to seemingly pop out of nowhere if you move up quickly while it is in effect.
Improvements:
-> The tree drawing routine was made a lot smarter: Less awkward "tree over tree" drawings should occur (tree groups will remain, only the drawing order of the trees is now better).
-> Intro (main theme) has received a quality update (less cripling sounds, more audio quality). Credits and thanks to DRocks.
-> Player progress is now visually displayed: The game window frame will change and become progressively ornamented as the player moves up (starting at a certain point).


Thanks to all who commented thus far :thumbup:
DRocks
Posts: 518
Joined: 08 May 2018, 10:20

Re: [Game] Archmage Gray

30 Jul 2019, 08:22

Cool! Nice update :D

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