This release got slightly delayed but here it is finally. I would've liked to do even more tweaking but I guess this will do for now.
This version is a bit funny; I added six new races and eight new classes but they're not selectable yet. You will be playing against them, though.
The next version -- v0.10.0 -- will include the final four races and eight classes, and they will all be unlockable through the upcoming Achievement system. Getting all the achievements and unlocking all the races, classes, and maps will be the goal of the game. I'm also considering adding some sort of score system.
The first power-up spawns at 2:45 and the following every 30 seconds. They are random but the last one (at 0:15) is always Berserking (to lessen the chances for a match to end in a draw). The power-ups are picked up by walking over or next to them.
I made a short video (see below), showing the final match of a Tournament and the Statistics screen that now keeps track of various stuff. I also managed to beat the Ladder mode myself. I tweaked some numbers in it and hopefully made it more balanced.
Game is way to fast (even with slow mode).
Mmh. I have heard that before... I shall make the slow mode considerably slower for the next version.
The problem with slowing the game down, though, is that it becomes dreadfully boring. Realtime does not work for such a slow-paced thing very well.
Not sure if it suits this kind of gameplay anyway, but I would say RoV is playable (at least for me it is). It might just take some time to learn what to look and what to ignore on the screen.
>The problem with slowing the game down, though, is that it becomes dreadfully boring. Realtime does not work for such a slow-paced thing very well.
Ah, but the game is very entertaining. I very much appreciate all the message/float options you've provided in the settings.
I'll be looking forward to any updates.
I hadn't thought of having a turn-based mode in addition to realtime before your suggestion. I guess I was completely focused on making a realtime game. If I were to start this project now, though, I would most definitely include a turn-based mode.
But currently it seems very unlikely I will ever add one; it would require rewriting too much of the code. I will instead focus on just completing the game.
Who knows what I might implement after v1.0 but I already have a new project in mind, which I'd like to start as soon as possible. A proper turn-based roguelike this time.
Perhaps an command that has you auto-follow your targeted enemy? Definitely the biggest issue for most classes is just staying in range of an enemy that's (seemingly) randomly moving around, causing a great deal of your attacks to miss (or rather, never happen, because you weren't in range).
Something that just had your character chase an enemy would help counter that, without completely negating the impact of speed differences -- you could still be outran if the enemy feels like it.
As it is, it can be rather difficult to really contribute to the battle unless the enemy's actively targeting you, something they tend to avoid until your allies are dead.
In any case, I've enjoyed the game a fair amount when I've played, so far. Definitely looking forward to actually unlocking stuff, heh.
Like Frumple said, an auto-follow would help immensely. If the enemy team is three melee they sometimes cluster together and ROTATE so that my active target is separated from me by his two teammates. As soon as I switch active targets they just rotate again, haha.
That's why the Fighter class is great as a defender; Charge lets you peel an enemy off your caster as if you were a guided missile, giving you very nice crowd control.
Playing a caster is usually suffering (especially Wizards in Ladder mode). The warlock gets by since Death Coil is an incredible skill: simply run circles around a pillar and throw Death Coil whenever you can and you should be good to go. Yay, damage, healing and fear!
And if you're not afraid of standing still, Shadow Bolt absolutely ruins anyone.
It's not so bad in Quick Match and Tournament, since you'll soon have Frost Shield + Fireball, and once you have Frost Nova everything's fine.
If there was a melee class with a taunt skill (ie, capable of forcefully pulling enemy aggro) that would be a godsend.
PS. Another idea; the ability to change what character you have active control over.
The AI players move around to seem more lively, and also to make it harder for you to hit as melee. That's why I'm not sold on the idea of having auto-follow; I want melee to have at least some difficulty. I could make them jump about less, though.
I agree that it's not possible to contribute to the fight that much when you're not being targeted. All the defender classes do have a passive that makes attacking your allies less attractive or even somewhat dangerous. However, the AI doesn't react to that at all. I think by making them to target the defender after being afflicted by such a passive, each defender would have a taunt and a way to control the opponents.
And there's definitely some imbalances between the classes -- the warlock indeed has a pretty awesome set of abilities. I will make some changes on that matter, probably more by improving the other class rather than nerfing the really good ones.
That control-switching is a great idea, and it even would be pretty simple to implement technically. However, the achievement system, that is mostly now in the game, judges the performance of a single character in most cases and by letting the AI control your character, it wouldn't be you accomplishing the feats.
But I'd like to have that feature, and I shall see if I could make it happen without violating the achievements.


12/2 Morning Meeting - CANCELLED!!!!
This meeting just had a last minute cancellation of a guest speaker so we will not hold this meeting. Next morning meeting will be scheduled for later January 2017. Happy Holidays!
The monthly morning meeting that has been held for the past 4 years at ACXIOM/Ensono in Downers Grove has moved to Rosemont FYI!!!!!!!!!!!! Please be aware!!!!!
Here comes your reminder, a bit early because of the holiday weekend.


text:
Review: Commander Keen 4: Secret of the Oracle (~10 hours)
blimpsgo180 September 7, 2018 September 7, 2018 Full Reviews
This is the first full-length Commander Keen game on the new game engine. This engine would last through to Keen 6, but this game shows rather nicely what the engine can do. While Keen 3 got a little stale for platformers of the era, Keen 4 brings the series right to the forefront of best 2D platforming games for PC at the time.
The first thing you will notice starting the game is the overworld looks much better. I'm not sure if resolution has increased, but everything is more detailed. This carries through to the first level, in which there are houses to enter and underground passages to traverse. You're still collecting foods like candy bars, soda pop, donuts, and ice cream cones, but you're also collecting drops of water, and later on, jars of water. The water drops don't contribute to your score, but collect 100 and you get an extra life. A jar of water is an instant extra life. All food items still give extra lives at set score numbers, and add to your overall score.
Actually, this game is much more generous with extra lives, as well as ammunition, which makes it easier than previous games. You soon realize you need to rescue Oracles – men with white beards who are very wise – and upon rescue, they simply say they will go to the Oracle Chamber. Spoiler alert, the Secret of the Oracle is revealed at the end of the game.
Each level has a unique look, which is something the team was trying for with Keen 3, and something the team was not trying for at all with Keen 1 and Keen 2. A couple of levels are dotted with houses, there is an ice level and pyramid levels. A fun level is called "Miragia," in which platforms appear and disappear as if they were a mirage. Compared to endless red or blue platforms in the first two games, the level variety in this game is a most welcome departure.
By the end of the game, you will have rescued eight Oracles, who share their knowledge. It's pretty apparent Keen 5 has not begun development, as iD Software asks you to send them a letter, asking about Commander Keen 5, without asking you to send money for a purchase. There is no final boss in Keen 4. That said, it's a beautiful tech demo and a fun game for 1991, and is the start to a superb trilogy with Keen 5 and Keen 6 included. Definitely recommended.
.commander-keen, commander-keen, commander-keen-4-secret-of-the-oracle, games, Reviews
Previous Review: Commander Keen Episode 3: Keen Must Die (6 hours)
Next Review: Commander Keen 5: The Armageddon Machine (~15 hours)
Sounds excellent! 2D 4EVER!
blimpsgo180 says:
Super Mario World was released in 1991 in North America. Meanwhile, we had a great platformer made on our own turf: Commander Keen!
Also, 2D Forever.

redpajama_set_name: RedPajamaCommonCrawl


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Mon, 19 Dec, 2022 - 07:00
David Harrington set for Fleetwood Town move from Cork City
David Harrington of Cork City, left, is presented with his PFA Ireland First Division Team of the Year Medal by PFA Ireland Chairperson Brendan Clarke during the PFA Ireland Awards 2022 at the Marker Hotel in Dublin. Photo by Sam Barnes/Sportsfile
Cork City goalkeeper David Harrington is set for a move to EFL League One side Fleetwood Town on January 1st 2023.
The Irish Examiner report that the 22-year-old has agreed a three year deal with the club, and a proposed move to Everton was stalled over a persistent shoulder injury.
The Premier League side had agreed a six figure fee with City for the shot-stopper and this was interrupted by Harrington needing surgery to deal with torn cartilage in his shoulder.
The goalkeeper will continue his post operation rehabilitation at the Highbury Stadium when he moves to the United Kingdom, and he is not expected to play until February at the earliest.
It is understood that a pathway to first team football played a key role in Harrington choosing the League One side.
At Fleetwood, Harrington will be managed by Celtic legend and ten time Scottish Premiership champion Scott Brown.
The Cods are also owned by Andy Pilley, who recently took over League of Ireland side Waterford FC.
Harrington's is another success story from the Cork City academy as it follows Cathal Heffernan's move to AC Milan and Alex Healy Byrne joining Burnley.
Cork City goalkeeper David Harrington recently returned to his former secondary school Douglas Community School with the first division league title.
The goalkeeper originally played for various Cobh Rambler's teams in the Underage National Leagues and he moved across the county to sign for City in January 2018.
Harrington's first experience with the senior team was a 2-1 win over Mayfield United in the quarter finals of the Munster Senior Cup in March 2020.
The goalkeeper made his league debut in a 0-0 draw with Bray Wanderers at the Carlisle Grounds on October 1st 2021.
Harrington started all four of City's remaining First Division fixtures that season and he kept three clean sheets.
The goalkeeper was a key part of the team that won the league title in 2022 and secured promotion back to the top flight of Irish football.
Harrington started 23 games last season and he only conceded twice in the opening nine games.
This run of form led to the shot-stopper getting called up to the Republic of Ireland Under-21s for the first time last May.
Despite an injury curtailed run-in for Harrington, he was named in the PFAI First Division Team of the Year for his performances in 2022.
As he departs Turner's Cross, attention will be focused on bringing in a replacement ahead of the City's return to the Premier Division.
Head coach Colin Healy will also be without veteran goalkeeper Mark McNulty next year as he retired at the end of the 2022 First Divisions season and this ended a 22-year association with the club.
City did have former Irish Under-17 international Jimmy Corcoran on the books last season. The goalkeeper made two appearances as a substitute in the league and he started two games in the FAI Cup, against Cobh Ramblers and Derry City.


text:
Chris Ruiz
Scientist - TRIUMF
Chris Ruiz is a Scientist in the Physical Sciences Division, TRIUMF, and the group leader for the DRAGON facility. He is also an Adjunct Associate Professor at the University of Victoria.
He started out life as a 'wannabe' astronomer, studying a Bachelor's of Science degree in Astronomy and Astrophysics at the University of Edinburgh. At the end of his undergraduate degree, Chris got his first taste of experimental nuclear physics through a laboratory project studying Bell's inequality and its ramifications for quantum physics, via a really neat experiment using radioactive sodium-22. From then on he was hooked, taking a PhD with the Edinburgh Nuclear Physics Group, studying prospective indirect methods of obtaining the important 15O(a,g)19Ne stellar reaction rate at the Louvain-la-Neuve Cyclotron Research Centre in Belgium, and also the first post-accelerated radioactive beam experiment at ISAC: the resonant elastic scattering of sodium-21 on protons - requiring development of a multi-channel R-matrix code.
Chris then joined the DRAGON group as a Research Associate in 2003, eventually leading the 26Al(p,g)27Si measurement. After a short stint as a Research Associate with the University of York Nuclear Physics Group, heading the TRIUMF side of the development of the SHARC silicon barrel array, Chris was hired as a TRIUMF Board-Appointed Research Scientist in order to head the DRAGON Group in 2007. Since then, Chris has been actively involved in shaping nuclear astrophysics research at the lab along with his colleagues. In addition to the DRAGON project, Chris currently spends time working with the TUDA facility. Chris was the project leader for the ISAC Implantation Station, a facility that allows the preparation of high-quality long-lived radioactive targets for use in charged-particle induced and neutron induced reaction experiments.
Chris is a past Chair of the TRIUMF Users Group Executive Committee and former member of the Subatomic Physics Experimental Evaluation Committee. He is current Chair of the TRIUMF Undergraduate Student Scholarship Selection Committee.
Chris enjoys sailing, snowboarding, playing classical, folk and rock guitar, rock climbing, scuba diving, shooting, and attempting to cultivate an organic garden. He is also a motorcycle enthusiast.
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Hannibal Regional Medical Group is excited to welcome Christene O'Loughlin, FNP-C to their Bowling Green team.
O'Loughlin earned her Nurse Practitioner degree at Maryville University in St. Louis and has over 11 years of experience in the medical field. She has a strong background in emergency medicine and said she is looking forward to serving the community through the clinic's Urgent Care services.
O'Loughlin said she chose Hannibal Regional Medical Group because it feels like family.
"From the first time I walked in the doors at Hannibal Regional I felt like I was home. Being able to work for a healthcare system that treats their patients just like family assures me that my values will be held true for the community I serve." said O'Loughlin.
Urgent Care services at Hannibal Regional Medical Group in Bowling Green will begin Monday, Feb. 19. Urgent Care will be available from 7 a.m. to 7 p.m.Monday through Friday and 10 a.m. through 5 p.m. Saturday through Sunday. Hannibal Regional Medical Group in Bowling Green is now located next to Walmart at Bowling Green Town Center Drive #8. For more information, call 573-324-2241.