XaiJu
Towergirls
Towergirls

patreon


Towergirls Unity 0.524b & Kobold Demo (Public)

 I am so damn tired of fixing bugs.

You have no idea.  So tired of them.


That said, it is still totally July, and here is the promised end of July release.  I'm probably going to be fixing bugs for a few more days before we start actually advertising, but this build is more or less the one that we'll be advertising.  Heck, I'll even be appending fixes to this same build for a little while.  Other than that, it's been a long journey, but I'm happy to announce that essentially all of the old game systems from Game Maker have been ported over to the Unity build of Towergirls.  We're finally making it.

Progress hasn't been as fast as I would have liked, but the important thing is that it's no longer as excruciatingly painful.  GameMaker was really a terrible system to work in, and since we've moved to Unity the game has been so much more stable and pleasant to develop.  Other than a little bit of burnout I am in pretty high spirits- very soon we'll be advertising and seeing how much that boosts our income.  More income means us purchasing assets and commission work, and generally speeding up development in every way.

Next up is Human Princess and probably Peasant Princess, and I'm optimistic that we'll be able to add them back into the game before the end of August, or close to it.

As always, thank you all for the continued support and interest.  None of this would be possible without you.  Stay tuned for more cool stuff (TM) coming soon.

The enable cheats cheatcode has been changed for August.  Also, in the name of fun, I've attached some before and after pictures from GMS to Unity.


Towergirls 0.524

When returning from battle, or entering a dungeon, the little passive light on ser will now ACTUALLY once again be reactivated

Fixed a bug that could make ser unable to choose to speak with Kobold Knight and Kobold Princess

The main menu should work better for very low resolution monitors

The loading screen no longer has a disjointed, floating ser and cart on low resolution monitors.  We're making huge progress.

Added some missing Kobold Princess dialogue back into the game

Fixed an oversight that removed the dialogue options scrollbar from dialogue options with more than five choices

Fixed an issue with gendered titles (i.e. Lord/Lady) in dialogue throwing errors 

Fixed text overflowing the dialogue bounds several times during Kobold Princess' dates

The konvert siege can actually be finished and exited out of once again- dumb new transition controller was being dumb

Fixed an oversight in Kobold Knight's dialogue- was checking for the status of the wrong quest so the wrong conversations played later

Added more dialogue to Kobold Knight's 'what should we do now' dialogue option

Siege archer soldiers now use an arrow shoot sound effect when firing instead of the magicky shaman one

Item tooltips should no longer be able to appear partly off the bottom of the screen

Resting at a Leylight now correctly respawns defeated enemies

Maybe fixed an issue with underfoot terrain textures determining ser's footstep sounds throwing errors

Doctor Knight and Nurse Shieldmaiden now have BBOS entries

Monsters can now be set to present their BBOS entries under non-monster categories such as Knights and Folks

While not in a saved game and in the main menu, recruited characters will now display their full BBOS entries for your viewing pleasure

Fixed an issue where after starting a siege the game would sometimes use an old camera object and thereby lock the view in place

Kobold Councilor no longer floats in the Glacier Fields camp :O

When given silver coins, and this loops over 100, you can no longer occasionally gain a free gold coin in the process

Fixed some typos and too-long bits of dialogue in Canopy Cave

When creating a character, the chosen god worshiped is now saved correctly- older saves game will remain set to none

Overmap encounters can now require you to be romanced with a character to occur, as was intended

Fixed Kobold Princess' dialogue when traveling through High Forest- should now work with all player origins

When you fall into the void inside dungeons there's a new spot checker to return Ser back to the last known, good position

Ser's icon in sieges no longer has a solid white background

Sort-of kind-of fixed the issue where the party could sometimes end up being set to move off the top left corner of the overmap

Fixed a broken dialogue option in Doctor Knight's second encounter

Fixed several typos in the last Smugh encounter; the cart should be buyable in the last encounter once again

The Mimic Man encounter will no longer keep repeating on the overmap; the Rememberance Spear encounter occurs once again

Windowed resolutions smaller than 1024 x 768 are now just set to 1024 x 768

Made a new party overmap icon for after the cart is bought

Added in a little bit of new Smugh dialogue

The cart is now correctly loaded and set when loading a save game where ser owns the cart

Somehow loading to the tutorial will no longer replay the starting tutorial dialogue

The Item Popups and BBOS Popups are enabled once again when starting the game

Ser's drunk animation will resume after winning a battle once again, stupid transition controller

Being defeated by the second Bonehead Looter fight will no longer play earlier tutorial dialogue

The first defeat cutscene in the tavern should be working once again; that goddamn transition controller

Fixed some invisible UI bits that blocked clicks on party member mini panels on smaller screen resolutions

Fullscreen resolutions smaller than 1440 x 900 are now set to 1440 x 900

The character sprite in the character inspector is now more centered on smaller screen resolutions

After adding or removing characters from the party on the overmap the corresponding mini char frames are enabled/disabled

After characters refuse to enter a dungeon and leave the party their mini char frames should now be likewise disabled

The Magic and Chivalry talent trees no longer chop off the last row of talents and can be scrolled through completely once again

Fixed a bug where talking the 'Hulk' talent would cause Ser to lose 3 HP each combat turn

Hitting a movement key during character creation from typing can no longer open up the movement popup for the tutorial

Removed a gray cube over the deployment zone from siege battles

The buried weapons at the Kobold Camp in Glacier Fields can now be picked up

Leylights now have a help popup the first time the player gets near to them

Before recruiting Kobold Knight, he now has an avatar during the very first dialogue with Kobold Councilor

Certain enemies can now have red exclamation marks above their heads to make it more obvious they need to be killed

At the start of the game Ale Knight and Wine Knight now both have dialogue avatars and dialogue sounds

Added alternate drunk dialogue to the Humanitas Dropout

The SCUM class's negative gold now works as intended; any silver gained is removed and goes toward that starting debt

Added a tutorial popup once exiting the hub telling how to move around on the overmap

Replaced all instances of Kobold names in Kobold Councilor's dialogue in Glacier Fields with 'Kobold Leader'

Added a skybox to Fisher Kingdom's hub


Towergirls 0.524b  - Download Here

Fixed two broken dialogue options in the Mimic Man encounter

Fixed an error that could prevent encounters from opening and softlock the game

The slight black dialogue tint should always disappear after dialogue now

Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public) Towergirls Unity 0.524b & Kobold Demo (Public)

Comments

Hey, welcome aboard! Glad that you've been digging it so far. We don't necessarily have plans for animated battle sprites but it is something we'd like to do (eventually) once we have the manpower. Theoretically a single enemy could be chopped up into parts, and then given an idle / attack / defend animation, but that multiplied over every single enemy in the game amounts to a lot of tedious work. One day it'll be feasible.

Chivalric Games

Relatively new patron. Going to say I'm really digging this game and it's overall concept, certainly going to be looking forward to what's to come. One small thing I'd like to ask about - Do you guys have plans to animate the battle sprites? I ask primarily because the enemies/allies just standing with no discernable life in them was something that stood out to me in my time playing the demo.

Buzzbomber

Well, regardless as to what the end result may be, I wouldn't mind having a book like that in my collection. It doesn't need to be exactly like the BBOS, but it would be impressive, regardless.

Todd M Maccarone

Something like that could be very neat for the future. Gats already has the V4 charts in book (pdf) form, but we could potentially do something similar down the line. The main issue is that most BBOS entries refer to or hint at gameplay stuff as opposed to lore, which isn't as interesting to read.

Chivalric Games

An impressive overhaul, to be sure. As a personal inquiry, this BBOS- Big Book Of Stuff/Smugh, if I had to guess -do you ever plan to release a physical copy of it? From where I'm standing, it certainly sounds like an ideal investment!

Todd M Maccarone


More Creators