Bay 12 Games Forum

Other Projects => Other Games => Topic started by: alexpoysky on October 08, 2011, 09:00:48 am

Title: Towns 0.42 is out fifth of march 2012
Post by: alexpoysky on October 08, 2011, 09:00:48 am


Post to the news topic: http://www.townsgame.com/index.php?option=com_content&view=frontpage&Itemid=1

Hello everyone, we are going directly to 0.42 without stopping by 0.41 due to the fact that IndieRoyale gave us a lot of time to continue working. We didn't stop for a single moment and therefore have twice the amount of stuff jammed into a single patch to show for!
Besides everything in the previous 0.41 patch that was previously discussed, you can look forward quite a few new things, such as fully animated walk cycles for all citizens, isometric slopes and altitude (which is actually taken into account when displacing water or lava for example), and new liquid values.
Another cool feature you should be expecting in a hot-fix soon is that citizens will be able to raise and lower terrain features using mud! This will let you guys build all sorts of cool valleys and mountains for you to defend!
Couple all of this, with the content in 0.41, and we have a fantastic little update!
Here is a change-log for both 0.41, as well as 0.42 to look through!

Add: Priorities panel (F3)
Add: Roads (living entities walk faster here)
Add: Animations for living entities
Add: TTF Font
Add: Heightmap a-la Transport Tycoon
Add: Food values on food items tooltip
Add: Save options
Add: Use of user folder for savegames and options
Add: New special values for map generation (_WATER_1_, _WATER_INF_, LAVA_1_, LAVA_INF_)
Remove: Barracks (now everybody can be a soldier!)
Remove: Transition tiles
Change: Speed of living entities reduced
Change: Stockpile points are removed if you place a zone over it
Change: Turns to build thing on benches changed to 70% if a roof is present
Change: Turns to build thing on benches changed to 85% if the builder is underground
Change: Warning "Sure to exit without save?" panel
Change: Water system uses slopes now
Change: Faster seeds at map generation (so the game starts early)
Fix: Enemies won't try to break opened doors
Fix: Crash when build a building only with doors
Fix: Prefix/suffix percentages are set to 5% again
Fix: Little improvement in the minimap render routine
Fix: Improved a little the save/load game performance
Fix: Item issues when delete the zone under it
Fix: Lag if no mats when build a building
Fix: Draw the roofs/big items (ie. trees) when his base is outside the screen
Fix: Citizens recalculate their path if while they are following it other citizens blocks the path with walls
Fix: Minor graphic glitches

As for content, hit-points, defense, and attack have been revamped, as well as armor making you slower.
Farms for each of the new animals that have been introduced, as well as new and improved food types.
There are a few new animals as well, and the inclusion of roads (that actually serve a purpose). Only wheat farms require tilled soil, and stockpiles no longer look like green goo!
There are, of course, all sorts of other little things but we want you guys to find the goodies out on your own!
Happy gaming!
 
-SMP



http://www.youtube.com/watch?v=gnrFC7N-0oA

New towns 0.42 youtube video!

(http://dl.dropbox.com/u/48081954/naturalgrid.jpg)

(http://dl.dropbox.com/u/21309241/townsmountainandriver.jpg)

Yep, we have height now...

(http://dl.dropbox.com/u/48081954/cookingfire.jpg)

The new cooking fire, used as an intermediate cooking area.

(http://dl.dropbox.com/u/48081954/bonearmorset.jpg)

A new intermediate armor set (guess what it's made of!)

(http://dl.dropbox.com/u/48081954/brownies.jpg)
Brownies in their village!



Hello everyone. We are proud to announce the release of Towns version 0.39. The demo is currently available at www.townsgame.com
Here is the changelog:
Version 0.40
Version 0.40

Add: Content (enemies, items, terrain types)
Add: Transition tiles
Add: Height!
Add: Directions for livings
Add: Grid feature
Add: Grid, pause and settings icons on the UI
Add: Doors can be opened/locked/unlocked
Add: <speedUpPCT> tag to items. This tag can speed up (or down) the production time
Add: Max age for enemies and some can spawn into other living entity when they die this way
Add: Military items tooltips with information about the stats
Change: <move> tag to queues can now be used with multiple targets (like the <pick> tag)
Change: After placing a wall, citizens search for an area with other citizens (to not get stuck on a non-door building/wall)
Change: APS now looks at benches + items to know how many tasks create in paralel
Change: Subdivisions on menus
Change: Some item types changed
Change: Sieges are less deadly
Change: Removed the wall needed on all four sides when creating a zone
Change: Zones that have a roof speed up item production
Change: Roofs add happiness to citizens
Fix: Citizens getting stuck with some containers if you played with the enable/disable feature
Fix: Citizens searching the best food on the whole map and not pick the best one from containers/stockpiles
Fix: APS issue with multi<pick> tasks (like the mountain stew)
Fix: Locked items placed under a ladder no longer locks the ladder
Fix: Crash when you use the mouse wheel on main menu
Fix: Minor bug fixes and some perfomance improvements


http://www.youtube.com/watch?v=0i4sawbzrIw&list=UUmmnWWTv8yzEYen85QIbiQw&index=1&feature=plcp

We recently made a video showcasing the new features of the latest version of our game Towns.
We expect to release it within the upcoming days.
-Auto equipping was a feature not touched upon in the video-
Kind Regards
SMP

We are also finalists in the indie game of the year awards!
http://forums.tigsource.com/index.php?topic=20691.msg661965#msg661965


http://www.youtube.com/watch?v=z6wumOmHWOg


-Alexander Poysky
(Towns Team)


(http://www.townsgame.com/images/038/dungeonwall.jpg)
(http://www.townsgame.com/images/038/decoratives2.jpg)
(http://www.townsgame.com/images/038/bonewall.jpg)
(http://dl.dropbox.com/u/21309241/townsinterfaceforum.jpg)
(http://dl.dropbox.com/u/21309241/armorexample.png)


Hello everyone, Alex here.

Many of you might know me as the guy who posts occasional reviews for indie games on this board. I've also helped judge one of Hemmingjay's awesome giveaways.

As of late, I have made mention of possibly forming a part of a larger project, and let you all know that once that day rolled around and I had something to say I would do so, well.

I am now officially the Lead Designer and head of Public Relations for the game Towns. We are currently forming a two-man studio, and I have decided to re-make this topic in another guise in order to get a feel for what you guys, the potential hardest to please players might want.

It'll be my job from now on to transmit those ideas to the programmer, who will try his hardest to make the game you want to play, not just the one we want to (someday) sell.





-Alex
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: PsyberianHusky on October 08, 2011, 09:53:56 am
I know there is another thread,  but it would convenient if ya could post a to your project in this one also.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: alexpoysky on October 08, 2011, 09:55:16 am
Wow, that was a massive oversight on my behalf, I'm very sorry! Let me get it up right away, thanks!
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: Xgamer4 on October 08, 2011, 11:52:19 pm
Will the game be just for Windows or will it extend to Mac and/or Linux?
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: alexpoysky on October 09, 2011, 04:12:55 am
First off. Sorry for this format,  I have no internet other than my phone due to unforseen circumstances in my new house.

With regards to the linux/mac port,  while we DO intend on having one down the road, we are a two man studio with few resources as it is. Once we get the general scheme of things, we can focus on adecuately porting the game.

I am sorry for the inconvenience, but rest assured we are trying to find a way to get something set up sometime in the concievable future.

-Alex
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: burningpet on October 09, 2011, 11:49:02 am
Hey man, suerte! good luck on the new studio. i hope your addition to the force will bring nothing but good results.

i have a few suggestions regarding the P.R:

Include pictures or youtube clips to accompany the periodical update posts.

Since your biggest USP (Unique selling proposition) is the isometric graphics, integrate better sprites made by the community in the official versions. i am mainly referring SirHoder's great entities/workshops and deon's environment tiles. i think it is just a no brainer to put them in the game officially as it will encourage said artists and maybe others to contribute as well, seeing how their work bear fruits.

A development road map.

And i would love if the game got attention via other channels like indiedb, indiegames, tigsource and such.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: alexpoysky on October 09, 2011, 12:12:18 pm
All of your pointd are both valid and cherished friend. I will prepare a series of lets play videos as soon as I get a decent internet connection. Using my cellphone at the moment. With regards to tigsource exposure abd other mediums. Well, lets get the game to a more polished stte first!

With regards to your wanting to integrte better graphical designs, I have a few ideas regarding hpw to do so. Let me mull them over and pop you guys a series of questions within the week.
Keep these awesome questions coming guys!
- Alex
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: supermalparit on October 10, 2011, 05:35:16 pm
Will the game be just for Windows or will it extend to Mac and/or Linux?

Hi,

the game is being coded in java. One of the advantages is that it is multi-platform. Regretfully we currently do not have the means with which to test it on non-windows platforms.
On the other hand, we have confirmed that Linux users have gotten it to work on.

Since your biggest USP (Unique selling proposition) is the isometric graphics, integrate better sprites made by the community in the official versions. i am mainly referring SirHoder's great entities/workshops and deon's environment tiles. i think it is just a no brainer to put them in the game officially as it will encourage said artists and maybe others to contribute as well, seeing how their work bear fruits.

Hi again SirHoder,

thanks so much for all of your kind suggestions. We value your opinion greatly, and have decided to use your cover because its really great! (As you remember you gave me permissipn to do so)
About Deon, he is currently quite occupied and as such has decided to not join forces with us for the time being.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: alexpoysky on October 11, 2011, 04:50:41 pm
Ok, I am just now finally able to get a more or less constant connection to the internet. I'll be more than happy to answer any questions or take any content-related advice to heart.

Suggest away friends!
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: Deon on October 12, 2011, 08:29:39 am
Yep, my goddamn jobs leave no time for serious hobbies let alone enough sleep! Just look at the genesis thread, I used to update my mod almost everyday, and now it lays in stasis... Once I sort out my life a bit I will definitely try to help more, and you are free to use the existing tiles I've made :)

P.S. I use my mobile phone in toilet during coffee breaks to post on bay12games forums.. What have I become?..
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: JacenHanLovesLegos on October 12, 2011, 09:46:23 am
Just watching this thread. Pretty good game you have going here.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: alexpoysky on October 12, 2011, 11:11:24 am
Thank you guys very much for the props! The best way to show your support at this time would be to suggest this game to your friends and join us on our facebook page!

http://www.facebook.com/groups/283334488362764/

Within the next month we will be adding a GREAT deal of content, as well as popping up the  biggest surprise to date. Let's just say it is what will change this game's concept from a DF like, to a DF inspired game that diverges into it's own territory. We are hard at work preparing it, and I don't want to spoil anything just yet!

Deon, don't worry it's perfectly understandable, trust me. I'm a soldier, a psychologist, a writer, and a game dev. Thank god I have ADHD or I wouldn't be able to cope!

-Alex
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: Mephansteras on October 12, 2011, 12:37:21 pm
Nifty. Posting to follow this thread, since it sounds like the old one is being phased out.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: alexpoysky on October 12, 2011, 01:36:14 pm
Phased out isn't exactly the word. As supermalparit isn't a native english speaker, he has delegated the task of speaking on behalf of our little studio. If you want to drop by our facebook we have the latest public build and a few videos, and I am currently hosting a chat with anyone who would like to speak with the devs about questions or coments.

Rest assured we take everything into consideration when making the game, ESPECIALLY your opinions!
Title: Re: The NEW official Towns thread. (New Lead Designer / PR) NEW FACEBOOK PAGE
Post by: hemmingjay on October 12, 2011, 03:23:13 pm
Glad to see this taking off. I know Alex will be a huge addition to the project. Looking forward to the content next month.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR) NEW FACEBOOK PAGE
Post by: burningpet on October 13, 2011, 01:20:35 pm
I was wondering what you meant by using my background, as i recalled i only made an alpha version for a logo, so i installed the latest version and was horrified to discover you stretched that logo all over the screen. i think it looks bad. seeing as you clearly needed a background, i thought i might as well make one.

(http://dl.dropbox.com/u/21309241/townsbackground1.png)

this is the second time i am making this. the first time had iron and gold ore and a big spider climbing the cliff, but for some reason when i launched Towns to see what buttons you have in your main menu, it killed my photoshop, so i had to go and make this one again.

if you like this painting as the background, i will want to paint the buttons myself so they will fit the theme.
Title: Re: The NEW official Towns thread. (New Lead Designer / PR) NEW FACEBOOK PAGE
Post by: alexpoysky on October 13, 2011, 02:49:59 pm
Hit me up on msn or facebook, I just sent you a pm. That is a wonderful menu logo you have going on there!
-Alex
Title: Re: The NEW official Towns thread. (New Lead Designer / PR) NEW FACEBOOK PAGE
Post by: alexpoysky on October 13, 2011, 04:25:31 pm
New version incoming! 0.30 will be the biggest content containing version yet. It will be available through http://www.facebook.com/groups/283334488362764/
for the first few hours, from then on it will be available on our blog http://supermalparit.blogspot.com/
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: Aklyon on October 13, 2011, 04:32:43 pm
P.S. I use my mobile phone in toilet during coffee breaks to post on bay12games forums.. What have I become?..
A Proficient Typer of Toiletphone-based posts? :P
Title: Re: The NEW official Towns thread. (New Lead Designer / PR)
Post by: Necro910 on October 13, 2011, 04:33:54 pm
P.S. I use my mobile phone in toilet during coffee breaks to post on bay12games forums.. What have I become?..
A Proficient Typer of Toilet-based posts? :P
Fixed.
Title: Re: The NEW official Towns thread.NEW VERSION INCOMING 0.30
Post by: alexpoysky on October 15, 2011, 08:40:40 am
Some pretty neat news. Our forum's own BURNINGPET is being a stand up guy and offering to do some of the game's tilesets! He is a great guy and an all around wonderful artist so I just wanted to take the opportunity to thank him publicly for his excellent work.

On a side note I have hired someone to work on some additional content with me.

We will be putting forth something really nice in the very near future!
Title: Re: The NEW official Towns thread.NEW VERSION INCOMING 0.30
Post by: supermalparit on October 16, 2011, 05:22:03 am
Just a sample:
(http://dl.dropbox.com/u/19115973/bakery.png)

OH MY GOD!!!!
Title: Re: The NEW official Towns thread. Burningpet Graphics are so hot to me right now!
Post by: adribelix on October 16, 2011, 07:38:45 am
Yikes! This game looks like it's gonna grow and real quick! Seems like a great idea you have there, really nice combination and perfect grafics for it! Lovin' the game right now, can't believe what it can be in a future if it keeps growing this quickly! Congrats, guys, great project! Good luck!
Title: Re: The NEW official Towns thread. Burningpet Graphics are so hot to me right now!
Post by: George.quinto on October 16, 2011, 08:07:22 am
this is crazy. i'm really not into video games.  adribelix was tryin this one out, then out of curioisity  i decided to try it for myself and actually got hooked!!  can't wait for it to finish!  keep up the good work guys!  :)
Title: Re: The NEW official Towns thread. Burningpet Graphics are so hot to me right now!
Post by: alexpoysky on October 16, 2011, 08:18:44 am
2 escaped lunatics in 20 min? I have a feeling the facebook group must have gotten a hold of this topic.....

Much obliged anyways :D
Title: Re: The NEW official Towns thread.
Post by: burningpet on October 16, 2011, 09:42:01 am
I am really interested in feedback regarding the look of the scale of the building against the peoples, as we are trying to convey the look of older rpg's.
Title: Re: The NEW official Towns thread.
Post by: alexpoysky on October 17, 2011, 08:44:12 am
Hard at work
Title: Re: The NEW official Towns thread. New facebook Page!
Post by: hemmingjay on October 17, 2011, 01:30:54 pm
posting to keep an eye on this one!
Title: Re: The NEW official Towns thread. New facebook Page!
Post by: alexpoysky on October 17, 2011, 01:55:46 pm
Thanks for the vote of confidence! We need all the support we can get at these early stages. Once we get a little bit of a head start we will be able to have much more to show for! The next patch is a doozy, it will come with a bunch of content, updated graphics, loads of new additions to the engine (which won't be very visible in the version, it's all under the hood stuff) as well as a basic look at the rpg aspects and crafting ;).

I'll keep everyone posted via facebook!

Title: This is how a real man plays tennis
Post by: alexpoysky on October 18, 2011, 01:50:24 am
nothing to see here.
Title: Re: The NEW official Towns thread. New facebook Page!
Post by: hemmingjay on October 18, 2011, 07:34:55 am
not much fun being on the receiving side of a volley.  :P
Title: Re: The official Towns thread.
Post by: hemmingjay on October 19, 2011, 08:13:21 am
looking forward to playing the new version of Towns today or tomorrow. It will be the first game I will play on my new system.
Title: Re: The official Towns thread.
Post by: supermalparit on October 19, 2011, 08:19:01 am
Screenshot of the upcoming 0.30.
Spoiler (click to show/hide)

Edit: Screenshot for the spanish version of the game :P
Title: Re: The official Towns thread.
Post by: alexpoysky on October 19, 2011, 10:34:47 am
And here are some of the graphics we are currently working with on the equipable items and armor values. Let us know what you think.

(http://dl.dropbox.com/u/21309241/armorexample.png)
Title: Re: The official Towns thread.
Post by: Tellemurius on October 19, 2011, 10:57:10 am
i like the "you derping?" face on that cow.
Title: Re: The official Towns thread.
Post by: hemmingjay on October 19, 2011, 03:34:10 pm
I really like the improvements made to 0.30! I still don't have the hang of the interface, but it's most likely because I have been DF'd into a certain mental space.
Title: Re: The official Towns thread.
Post by: JacenHanLovesLegos on October 19, 2011, 03:40:48 pm
I suggest that you equalize the graphics a little. By that I mean some graphics are high resolution, while others look like a blob of three different colors. Like the cow vs that skunk thing.
Title: Re: The official Towns thread.
Post by: alexpoysky on October 19, 2011, 03:44:39 pm
Glad you guys like it!
Title: Re: The official Towns thread.
Post by: Levi on October 19, 2011, 03:52:15 pm
Blarg!  I clicked on this thread for the first time since it was made and suddenly unexpected beautiful screenshots!

Looks pretty sweet!
Title: Re: The official Towns thread.
Post by: burningpet on October 19, 2011, 04:09:31 pm
I suggest that you equalize the graphics a little. By that I mean some graphics are high resolution, while others look like a blob of three different colors. Like the cow vs that skunk thing.

The animals are the least to worry about right now, as my priorities are in the buildings. non the less, you are correct, and i am in the process of repainting almost everything.
Title: Re: The official Towns thread.
Post by: burningpet on October 19, 2011, 06:10:32 pm
I present you the ladies and gentelmen of Towns:

(http://dl.dropbox.com/u/21309241/boysngirls.png)

hopefully many more will come with different clothing, skin tones and body structure.
Title: Re: The official Towns thread.
Post by: Kogan Loloklam on October 20, 2011, 04:03:36 pm
I dislike facebook. The fact it's a primary node of information had me almost instantly dismiss the game, but I had some time to kill so I tried it out anyway. My first 2 attempts at running this game had it moving quite slow. I've decided for the time being to pass on a 3rd attempt. I also felt the need to express that I think you don't have much objectivity in thiss issue alexpoysky, and that this game might better be suited to being described by someone who has no direct ties to it's development team.
Title: Re: The official Towns thread.
Post by: alexpoysky on October 20, 2011, 05:15:59 pm
I respect your opinion, and won't fight about this. I don't mean any harm here buddy, and if we can help at all with your game let us know. Sorry if we bothered you somehow.
Title: Re: The official Towns thread.
Post by: ductape on October 20, 2011, 06:00:14 pm
I present you the ladies and gentelmen of Towns:

(http://dl.dropbox.com/u/21309241/boysngirls.png)

hopefully many more will come with different clothing, skin tones and body structure.

these are cool and have a unique style that I really appreciate. They do not remind me of any other game I have played before or seen, HUZZAH!

Also, they are all total hippies! Dont change that! I am now having fantasies of the eco-village sim game I always wish someone would make.

Oh and about Alex and the game, yeah hes in charge of public relations i guess, thats what the thread says (BTW he made this thread ) and I am pretty just evangelizing is usually part of public relations. I do believe that most of us like it quite a lot when developers and teams maintain a thread about their game on this forum. I know that for myself, I can read between the lines of enthusiasm if I need to and get a realistic picture of whats going on.

@ Alex, you seem to have the right personality type for this kind of work, but if I were to give advice you could turn down the sweetness just a bit. The customer is NOT always right (who spreads that BS anyway?) and you can maintain your point of view WHILE remaining civil and polite, etc.

Keep up the good work guys!
Title: Re: The official Towns thread.
Post by: hemmingjay on October 20, 2011, 06:43:53 pm
Wow, seems we found this thread's bridge dweller. It's cool to not like it, but to regale us with your anti-facebook diatribe is just lame. And I wouldn't expect an objective view of the game from someone who clearly states that they are part of the crew.
Title: Re: The official Towns thread.
Post by: alexpoysky on October 21, 2011, 07:27:58 am
changelog for the upcoming version has been posted on the blog.
Title: Re: The official Towns thread.
Post by: burningpet on October 21, 2011, 09:19:19 am
here are what the zombies in this game is going to look like.

also some sort of a rare creature

(http://dl.dropbox.com/u/21309241/zombieandpet.png)
Title: Re: The official Towns thread.
Post by: dehimos on October 21, 2011, 09:42:40 am
Awesome  :D
Title: Re: The official Towns thread.
Post by: alexpoysky on October 21, 2011, 12:00:41 pm
hard at work, we pretty much just have to get the artwork finished and we're good to go guys!
Title: Re: The official Towns thread.
Post by: adribelix on October 21, 2011, 01:19:08 pm
*****************************Double posted sorry!
Title: Re: The official Towns thread.
Post by: adribelix on October 21, 2011, 01:26:32 pm
Can't wait to see the new stuff!
Title: Re: The official Towns thread.
Post by: Kogan Loloklam on October 22, 2011, 02:07:41 pm
Wow, seems we found this thread's bridge dweller. It's cool to not like it, but to regale us with your anti-facebook diatribe is just lame. And I wouldn't expect an objective view of the game from someone who clearly states that they are part of the crew.

Anti-facebook diatribe?
Spoiler: What I said (click to show/hide)
Not quite sure how you could take facebook as the point of the topic, but whatever. That isn't as confusing to me as the statement "bridge dweller". Is it a crack on my financial status? Are you saying I am homeless. It happens to be partially true. My wife divorced me, accused me of domestic violence, and I haven't seen my son in quite a long time. I'm quite depressed, unemployed, and literally living on my sister's couch. Not much of a Bridge, but close. I'm not sure why that matters to the situation though. Maybe it means something else? I suspect it's a crack at being an internet troll. In case it was, here is WHY I bothered to post anything at all...
Constructive critisism is very much appreciated, but I won't argue with anyone over the boards.
I freely admit my critique style could use a great deal of refinement, but that doesn't mean it was unsolicited. I don't know how to read "bridge dweller" in any way that isn't insulting and a personal attack. Perhaps I am missing something. Please elaborate.
Title: Re: The official Towns thread.
Post by: hemmingjay on October 22, 2011, 02:59:01 pm
Bridge Dweller is a common term for someone who is trolling. I apologize if you took it to heart, but in my opinion you were trolling. It had nothing to do with any of the circumstances of your life that you listed. I am very sorry you are experiencing that.
*There is clearly a devblog in addition to the facebook page, which is really more of a place for fans to congregate.
*While you offered criticism, perhaps a more constructive critique would be more appreciated.

Fresh start?
Title: Re: The official Towns thread.
Post by: alexpoysky on October 22, 2011, 04:57:41 pm
Anywho, let's let bygones be bygones. No need to start a fight or anything. Anyways, the changelogs and general information are on the blog if anyone cares to look at it, and there are a few let's plays by people who aren't affiliated to our project at all whatsoever. Oh and a reddit. Anyways, I'm back to work!
Title: Re: The official Towns thread.
Post by: Kogan Loloklam on October 22, 2011, 07:08:21 pm
How about posting a link to one of the let's plays in the OP?
(Preferably from more than a single site, since I personally would rather read text than wait for a movie to load.)
Title: Re: The official Towns thread.
Post by: alexpoysky on October 22, 2011, 07:19:37 pm
Updating it now. heres the link just in case

http://www.youtube.com/watch?v=3eMflXvpTus

Nonetheless, it is a SPANISH lets play.

Theres an article about us on DIY as well.
Title: Re: The official Towns thread.
Post by: Kogan Loloklam on October 22, 2011, 07:24:20 pm
I'm certain DIY should ring a bell, but it doesn't. How about a link to that article?
Title: Re: The official Towns thread.
Post by: alexpoysky on October 22, 2011, 08:01:07 pm
http://www.diygamer.com/2011/10/towns-city-builder-inspired-dwarf-fortress/
Title: Re: The official Towns thread.
Post by: supermalparit on October 24, 2011, 07:23:00 am
Big news is just around the corner. For now theres a new lets play in spanish and Alex will translate it in a while. I had my mic too close to my mouth but I assure you that I'm not a stalker. :P

http://www.youtube.com/watch?v=IvNIeaEfqWY (http://www.youtube.com/watch?v=IvNIeaEfqWY)

Hope you like it.
Title: Re: The official Towns thread.
Post by: alexpoysky on October 24, 2011, 11:38:03 am
ENGLISH subs embedded on the let's play. I just finished em all up guys!

http://www.youtube.com/watch?v=IvNIeaEfqWY

-Alexander Poysky
(Towns Team)
Title: Re: The official Towns thread.
Post by: alexpoysky on October 25, 2011, 05:33:21 pm
And part TWO of the let's play is up
http://www.youtube.com/watch?v=sDiFmgTk3KU&feature=related

as always, english subtitles
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: alexpoysky on October 26, 2011, 05:00:10 am
0.30 was released today 26/10/2011. We have made hundreds of changes and added a plethora of new content, as well as animations and graphics. Since reception has been so positive, we have decided to release it for free! Pre-order's will be set up further along but for now just enjoy the game!

-Alex, Xavi, and Burningpet
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: Xinvoker on October 26, 2011, 05:44:05 pm
Congrats on getting that far guys!

A bug I have: When I try campaign mode, the game crashes when I press F1. Any mission.
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: Levi on October 26, 2011, 05:50:03 pm
Grats!

I'd love to see a summary of what you guys see the game being like when it is done (unless it is somewhere else in this thread already?). 
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: alexpoysky on October 26, 2011, 06:14:48 pm
-Place town on top of active dungeon, hope for the best.
-Lay down groundwork for efficient self-sustaining town.
-Set up shops, taverns, inns, and attract adventurers.
-Gather special items and loot from monsters deep in the caverns that the heroes either sell or trade back to you for better equipment.
-Cater to their needs in order to keep them protecting your little settlment
-Craft epic sets of loot to trade with the adventurers, giving them more reason to venture deeper within
-TRY and defend against sieges from the depths that will occasionally take over floors you have already conquered, putting a damper on your operation.
-LOSING IS FUN
-New game + (SECRET for the time being)
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: Levi on October 26, 2011, 06:39:36 pm
Interesting, thanks!
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: supermalparit on October 26, 2011, 06:58:34 pm
Congrats on getting that far guys!

A bug I have: When I try campaign mode, the game crashes when I press F1. Any mission.

You're right. Just in the first 2 missions. I will upload the fixed version right now. The new version has been uploaded (http://www.townsgame.com/ (http://www.townsgame.com/))

Thanks

(for your information, the bug it's because the mission data uses the ID "carpenterws" instead of the new one "carpentry")
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: burningpet on October 27, 2011, 11:17:15 am
Repainted some of the creatures for the 0.30 release and thought some of you might be interested in seeing (and giving feedback)

(http://dl.dropbox.com/u/21309241/townsnewstuff.png)

I have recently discovered that the game supports different areas genreation, such as a desert area (the map is all sand except an oasis in the middle).
as soon as i discovered that this option exists, i just had to go and the draw the camel, a unique animal that only appear in the desert and a cactus tree which can grow on desert.

in the coming days i will post a tutorial on how i draw the trees and buildings of the game (a workflow involves sketchup with a special plug-in and photoshop).
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: alexpoysky on October 29, 2011, 07:01:42 am
New banner

(http://dl.dropbox.com/u/21309241/townsbanner.png)

and our website www.townsgame.com will be up in a few hours. For now, it just redirects to the blog.
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: hemmingjay on October 29, 2011, 07:11:00 am
the new banner looks great guys. The donate link seems to go to a Spanish language paypal and I can't seem to find an English version. Perhaps it's too early or I am too hungover. Please advise if that is the case.
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: supermalparit on October 29, 2011, 07:56:55 am
the new banner looks great guys. The donate link seems to go to a Spanish language paypal and I can't seem to find an English version. Perhaps it's too early or I am too hungover. Please advise if that is the case.

My fault! I'll fix it! Thanks.

Edit: I don't see the option to open the paypal page in english. But on top/right you have a combo with different languages. Anyway I'll investigate it.
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: alexpoysky on October 29, 2011, 09:11:52 am
Thanks for the support Hemmingjay! It means a great deal to us!
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: ductape on October 29, 2011, 09:25:26 am
New banner

(http://dl.dropbox.com/u/21309241/townsbanner.png)

and our website www.townsgame.com will be up in a few hours. For now, it just redirects to the blog.

ahh Joomla, good choice there. I can get you templates from Yootheme if you like: http://www.yootheme.com/demo/
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: alexpoysky on October 29, 2011, 10:06:56 am
I'll let xavi know, as he is currently getting it up and running! Thanks!
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: hemmingjay on October 29, 2011, 12:38:36 pm
thanks for the help. I made a modest donation to help offset server costs and what-not. I hope it helps, as the team seems to be working at blistering speed.
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: alexpoysky on October 29, 2011, 01:21:53 pm
Wow, our first donation! Thanks so much man! This is a milestone!
Title: Re: Towns 0.30 released!
Post by: burningpet on October 29, 2011, 04:25:44 pm
So i figured i'd share the process in which i draw the sprites for the game, only because i think it is a method which can be great for artists who need to paint isometric graphics but are inexperienced (such as i am regarding the isometric perspective). it is also a very fast method that can save up a lot of time if your game is heavy on content and hence sprites. (this tree took less than an half an hour to model and paint)

How to create an isometric tree in 10 easy steps
(in stage 2 it should read "this will allow the circle to be scaled from its center)"

The inspiration for this tree is from the game "Wakfu". a game which, in my opinion, has a great art style and quality.

(http://dl.dropbox.com/u/21309241/Townstutorial1.png)

(http://dl.dropbox.com/u/21309241/Townstutorial2.png)

(http://dl.dropbox.com/u/21309241/Townstutorial3.png)

(http://dl.dropbox.com/u/21309241/Townstutorial4.png)

I hope you have found this tutorial useful. obviously the tree could use more 2d paint work, but i figured that since its a field which is very well covered on the web it will not be necessary here.
Title: Re: Towns 0.30 OFFICIALLY released!
Post by: supermalparit on October 30, 2011, 03:44:32 am
thanks for the help. I made a modest donation to help offset server costs and what-not. I hope it helps, as the team seems to be working at blistering speed.

Modest donation? ....... modest? ..... OMG man..... THANKS A LOT!!!!
Title: Re: Towns 0.30 released!
Post by: alexpoysky on October 30, 2011, 05:18:32 am
WOW hemmingjay, you are WAAAAAY too kind. Rest assured that we are hard at work on a boss or hero with your name on it. Please send us a small blurb with what you want it too look like!

Once again, thanks from the bottom of our hearts!

-The entire towns team.-
Title: Re: Towns 0.30 released!
Post by: burningpet on November 02, 2011, 08:36:41 am
(http://dl.dropbox.com/u/21309241/townsbluebird.png)

 A new animal native to the world of Towns. Thanks again hemmingjay, for everything!
Title: Re: Towns 0.30 released!
Post by: hemmingjay on November 02, 2011, 10:25:15 am
lol! Thank you for the wonderful tribute. I love the direction this game is heading. Congrats on your success so far!
Title: Re: Towns 0.30 released!
Post by: alexpoysky on November 02, 2011, 11:11:21 am
Glad you like him!
Title: Re: Towns 0.30 released!
Post by: alexpoysky on November 06, 2011, 08:30:10 pm
Latest custom building images, this one is from a carpentry I just made.

Spoiler (click to show/hide)
Title: Re: Towns 0.30 released!
Post by: hemmingjay on November 08, 2011, 07:05:53 pm
Sweet! So will this be in the next version and when can we expect it?
Title: Re: Towns 0.30 released!
Post by: alexpoysky on November 09, 2011, 07:34:10 pm
Final round of internal testing is currently going on.

Bar no show-stoppers cropping up at the last minute we should have a release within ....... quite soon.

Keep a look out on our main page or indiedb or desura.

Going to get back to work now!
Title: Re: Towns 0.30 released!
Post by: alexpoysky on November 10, 2011, 06:37:06 pm
Well, here it is. Towns 0.35 is officially released!
Spoiler (click to show/hide)

This marks a whole new stage of development for us, because this is the last "trial" version of towns that there will be.

We are launching with a new pre-order option that will get any users the latest build at a discounted price.


Here is a link to the main site www.townsgame.com, feel free to download 0.35 since it's free. If you like where we are taking the game, pre-order it, if not, let us know what we can do to make it a better experience for you!

Have a good day everyone!

-Alexander Poysky and the rest of the S.M.P team.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: terrywrist on November 11, 2011, 04:03:29 am
Exuse the dumb question but this game has a heavy amount of Dwarf Fortress code in it right ? What conditions exist for the  copywrite agreement with the DF guys.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: supermalparit on November 11, 2011, 05:34:30 am
Exuse the dumb question but this game has a heavy amount of Dwarf Fortress code in it right ? What conditions exist for the  copywrite agreement with the DF guys.

What?? Dwarf Fortress code in it?? Are you joking? :)

As I know DF code it's private, Towns was coded from 0 and in other language (Java).
In the other hand, if you play a little, you will see that the game have some base similarities with DF, but it is taking other direction, a little more RPGish.

Regards
Title: Re: Towns : 0.35 releases 11/11/11
Post by: alexpoysky on November 11, 2011, 10:20:39 am
I just made a let's play in english.

Enjoy!

http://www.youtube.com/watch?v=0bdkKsUynBo&feature=youtube_gdata
Title: Re: Towns : 0.35 releases 11/11/11
Post by: hemmingjay on November 11, 2011, 11:22:18 am
just pre-ordered it. Thanks for your hard work guys.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: supermalparit on November 12, 2011, 02:48:27 pm
just pre-ordered it. Thanks for your hard work guys.

Thanks to you Hemmingjay!

Personally I hugged 2 puppies and a kitten as we promised in our pre-order page :P
Title: Re: Towns : 0.35 releases 11/11/11
Post by: hemmingjay on November 12, 2011, 04:19:23 pm
It was a purely selfish move on my part. I need to see where you are taking this game and to do that I had to pre-order to be sure it gets done. I approve of the animal loving, errrr, wait.........
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Tellemurius on November 14, 2011, 02:30:04 am
Exuse the dumb question but this game has a heavy amount of Dwarf Fortress code in it right ? What conditions exist for the  copywrite agreement with the DF guys.
Why does this sounds like a angry past hacker that used DF code himself and caused a shitstorm of a lifetime?
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Seriyu on November 14, 2011, 03:32:30 am
Uhh, is there a reason you think it's him, or was this just a spur of the moment thing?

I know someone did it, and it wasn't a good thing,  but it's still kind've bad form to run around accusing people of things without proof.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: burningpet on November 14, 2011, 09:12:37 am
Especially when the accusations themselves are outright ridiculous. 
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Metalax on November 14, 2011, 10:07:46 am
Downloaded this and had a play around. Looks interesting.

Some questions/observations. I assume that a good deal of these are already in your plans for the future.

Really needs some kind of indication to not go to the tutorials on the current download as they are broken(no options on the menubar besides return to main menu)

It takes a long while to create/load a game, should probably put a loading/creating text displayed when one has been clicked, as I initially thought it had frozen up.

Is it possible to toggle between the high walls and the shorter ones in your signature pic? While the tall ones look good for town walls, they block sight of most of the interior of small rooms. Ideally you would be able to pick which walls were shortened.

I noticed that equipment has different properties, is this determined randomly when made or does each individual have a different skill level? If by skill then we would want the ability to assign individuals to a craft station.

Following on from this, we need a way to examine an items properties when it is on the ground/stockpile.

Need some organisational screens.
Population, showing individuals with their stats, equipment, assigned task etc.
Stocks, possibly just showing items that are stored in stockpiles and hence accounted for. Also show items stats for those that have them.
Production, showing all queued construction/crafting with the ability to cancel individual items.

Are there going to be limitations on the size of underground spaces before they risk collapse?

Any possibility to build upwards? Perhaps maximum height determined by the materials used as support in the lower floors?

Roads/interior flooring needed.

Need harvest added to the orders menu.

Mines need to be able to be rotated 90 degrees.

Dug dirt underground shouldn't turn to grass.

Charcoal. Having to stripmine entire levels to try and find coal is excessive. Make production somewhat wasteful so that you would prefer to find coal.

The menu bar is somewhat confusing.
Renaming 'Items' to 'Craft Items' and 'Item and place' to 'Place Items' would help clear this up. A few other changes would be, use Military instead of Militaries, Utilities instead of Utils(doesn't seem to be any need to save space, so why the contraction?), renaming 'Zones' to 'Zone Building' or 'Zone Room'

Trying to fit longer item names onto one line causing them to have a smaller font looks strange and makes it harder to read. Have them maintain the same font size and split into two lines instead.

On the sub menus you need to keep the name of the previous menu at the top, particularly as some share names with sub menus in other trees. So you would have
Code: [Select]
Craft Items
Military
Armors
Wooden Set
at the top of the list of wooden armors.

Hope to see another release once you have finished the transition to custom rooms.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: hemmingjay on November 14, 2011, 11:19:30 am
Those are some great ideas! I hope to see some of them implemented, especially a screen with the population to make things easier to manage.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: burningpet on November 14, 2011, 02:28:39 pm
Downloaded this and had a play around. Looks interesting.

Some questions/observations. I assume that a good deal of these are already in your plans for the future.

Really needs some kind of indication to not go to the tutorials on the current download as they are broken(no options on the menubar besides return to main menu)

It takes a long while to create/load a game, should probably put a loading/creating text displayed when one has been clicked, as I initially thought it had frozen up.

Is it possible to toggle between the high walls and the shorter ones in your signature pic? While the tall ones look good for town walls, they block sight of most of the interior of small rooms. Ideally you would be able to pick which walls were shortened.

I noticed that equipment has different properties, is this determined randomly when made or does each individual have a different skill level? If by skill then we would want the ability to assign individuals to a craft station.

Following on from this, we need a way to examine an items properties when it is on the ground/stockpile.

Need some organisational screens.
Population, showing individuals with their stats, equipment, assigned task etc.
Stocks, possibly just showing items that are stored in stockpiles and hence accounted for. Also show items stats for those that have them.
Production, showing all queued construction/crafting with the ability to cancel individual items.

Are there going to be limitations on the size of underground spaces before they risk collapse?

Any possibility to build upwards? Perhaps maximum height determined by the materials used as support in the lower floors?

Roads/interior flooring needed.

Need harvest added to the orders menu.

Mines need to be able to be rotated 90 degrees.

Dug dirt underground shouldn't turn to grass.

Charcoal. Having to stripmine entire levels to try and find coal is excessive. Make production somewhat wasteful so that you would prefer to find coal.

The menu bar is somewhat confusing.
Renaming 'Items' to 'Craft Items' and 'Item and place' to 'Place Items' would help clear this up. A few other changes would be, use Military instead of Militaries, Utilities instead of Utils(doesn't seem to be any need to save space, so why the contraction?), renaming 'Zones' to 'Zone Building' or 'Zone Room'

Trying to fit longer item names onto one line causing them to have a smaller font looks strange and makes it harder to read. Have them maintain the same font size and split into two lines instead.

On the sub menus you need to keep the name of the previous menu at the top, particularly as some share names with sub menus in other trees. So you would have
Code: [Select]
Craft Items
Military
Armors
Wooden Set
at the top of the list of wooden armors.

Hope to see another release once you have finished the transition to custom rooms.

Thank you very much for the input!
Although we have plans for almost everything you said, i can only address but a few things right now:

While-Loading tips will be implemented in the future.

You can hit Ctrl to set walls to be transparent allowing you to clearly see everything.

We will introduce a citizens experience/skill based system that will influence every behavior and task they do, from creating better weapons to bartering their price against the heroes and even to preferring spending time in the tavern rather than work.
citizens will have higher chance to do tasks that they are better at, so in time and skill progress, every citizen will have a profession that mostly he will do, but this will not be in the hands of the player. it is rather more like a social evolution thing.

we are also heavily considering having items progress: if we take "sting" from LoTR for example, that sword would have been probably translated to have a bonus like "+10 damage against orcs" and "glow when orcs are in 50 cells near".
right now we have a system that can randomly assign names to items and give them special bonuses. it is already in your version of the game.
but what else we were thinking of adding is that an item will gradually gain bonuses added to it relating to its achievements (killing orcs), thus generating what might be called "legendary weapons" by progression - this is still under internal debate though.

Roads and flooring will come sooner than later.

Harvest will be added to the orders menu when more in depth nutrition values and automatic food production lines will be in the game.

Mines will be built using the custom buildings system.

We are currently working on a graphical user interface which will address all of those problems. sneak peak pictures of it will come soon.

Again, thank you very much for the feedback, those comments really encourage us and make us work twice as hard.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Duuvian on November 15, 2011, 01:56:12 am
Glad to see this is working out well. My thanks to Alex for the offer he gave me, but I'm more of a musician hobbyist than a coder, even if it's something I might be able to do if it's intuitive.

I hope you have success with this. I'll see if I can squeeze in a download and give you some feedback at some point, but I can't say when for sure.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: at10ti0n on November 16, 2011, 09:00:37 am
You got mentioned by a known site ;)

http://www.rockpapershotgun.com/2011/11/16/mayor-may-not-survive-towns/

Congratulation!
Title: Re: Towns : 0.35 releases 11/11/11
Post by: hemmingjay on November 16, 2011, 09:17:54 am
This is an acknowledgement of the credibility this game has earned finally. It is it's own game, separate from it's DF inspiration now, and people are starting to appreciate it's charm. Congrats!
Title: Re: Towns : 0.35 releases 11/11/11
Post by: burningpet on November 16, 2011, 09:34:50 am
You got mentioned by a known site ;)

http://www.rockpapershotgun.com/2011/11/16/mayor-may-not-survive-towns/

Congratulation!

This confirmed my suspicion, The newly recruited Adam smith is just awesome.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Metalax on November 16, 2011, 11:29:05 am
Just had a crash to desktop after playing for 4-5 hours. No unusual actions were (as far as I am aware) ongoing at the time.

contents of the error log below
Spoiler (click to show/hide)

A couple of other bugs that I noticed while playing

Fruit trees don't appear to ever regrow, and they seem to randomly disappear so after a couple of months in there are none.

Walls randomly canceling with the error message 'need masons bench' when there is an operational masons bench.

If a wall has been created to fullfill a place item order and is being carried to be placed, then is dropped as the worker decides they need to eat or sleep, then fairly regularly another worker will craft a new wall to go in the same spot ignoring the dropped wall. The dropped wall will be used for fullfilling future place orders.

Had an error that I have not yet been able to reproduce of having built the shell of a large building, turning on the transparency and using place wall orders to plan out the interior, when cancelling the place wall orders left the blue order boxes in place, although the orders were canceled and no wall built.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Levi on November 16, 2011, 12:01:45 pm
Grats on the RPS article.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Briggsy16 on November 16, 2011, 01:05:08 pm
Just came in to say congratulations on the RPS article! Keep it up.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Lightning4 on November 16, 2011, 05:38:53 pm
Well that was fun. That's one use of flooding.
Spoiler: Dungeon fun (click to show/hide)
Title: Re: Towns : 0.35 releases 11/11/11
Post by: Ozyton on November 16, 2011, 06:05:54 pm
Strange. Now that I've seen the RPS article I'm inclined to watch this topic I've been overlooking for the past forever.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: lordcooper on November 17, 2011, 09:16:07 am
Strange. Now that I've seen the RPS article I'm inclined to watch this topic I've been overlooking for the past forever.

Same.  It's like it's existence has been validated or something.
Title: Re: Towns : 0.35 releases 11/11/11
Post by: alexpoysky on November 21, 2011, 07:31:55 pm
http://www.youtube.com/watch?v=thWJsxo7ouQ

latest let's play I made. Hope you enjoy!
Title: Re: Towns : 0.35 releases 11/11/11
Post by: burningpet on November 26, 2011, 05:23:47 pm
Hey, we have been hard working at a new gui for the game:

heres a screenshot of it:
Spoiler (click to show/hide)

and here is a video of alex explaining a bit about it and some of the upcoming releases:
http://www.youtube.com/watch?feature=player_embedded&v=z6wumOmHWOg
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Mephansteras on November 30, 2011, 04:34:08 pm
Nice looking GUI you guys have going on there!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: hemmingjay on November 30, 2011, 05:53:09 pm
looks great! Another leap forward in the development. Congrats
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Rex_Nex on November 30, 2011, 06:12:14 pm
It does look great!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: alexpoysky on December 01, 2011, 07:46:26 pm
Thanks. We are currently preppign for launch. Desura is incoming as well, expect it later on today!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Duuvian on December 02, 2011, 01:54:43 am
Hmmm, is there a reason the music is the exact same as in dwarf fortress? I mean while playing the game, the music sounds exactly like a (possibly slightly slowed down version of a) song that plays in DF Fort Mode, I even hear a recognizable part where it sounds like someone makes a couple higher pitched sounds twice that I recognize (they sound like maybe handclaps though that's only what it sounds like, not necessarily what it is, just 2 high pitch [like how a snare would be high pitch compared to a bass note] contact noise at a noticeable time) and a lot of the distinctive parts sound familiar.

Is it someone covering the df song or something? That's pretty cool if it's the case. I don't have a copy of both music files or I could really compare them.

Also I don't know where the DF music came from, I thought Toady or someone he knew had performed it. If I'm wrong and it's from somewhere else do you happen to have a link to it so I can play around with it and remix it? Or is that song on the internet for download, in other words?

EDIT: Just tried Towns for the first time by the way. I like the trees and the nice workshops.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: burningpet on December 02, 2011, 04:34:52 am
Well, the music is being done by xavi playing his guitar, and it actually isn't dwarf fortress music. however, there are similarities in style, although, those are completely different notes and chords.

In another related note, we have just released 0.37 which is also available on desura. it has a 20 (ingame) days demo (replayable) which you can download and see if you like it for your self.

Now we have reached the stage where we completely depart from Dwarf fortress to go venture and explore our own ideas and mechanics.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Duuvian on December 02, 2011, 04:59:13 am
Well, the music is being done by xavi playing his guitar, and it actually isn't dwarf fortress music. however, there are similarities in style, although, those are completely different notes and chords.

In another related note, we have just released 0.37 which is also available on desura. it has a 20 (ingame) days demo (replayable) which you can download and see if you like it for your self.

Now we have reached the stage where we completely depart from Dwarf fortress to go venture and explore our own ideas and mechanics.

I see, cool then, my mistake. I do have some barely surviving headphones that only work on one side and quietly. 

I have a hobby with digital music where you can alter an entire song's pitch at once, so hearing something similar to df music in a different pitch (due to different chords) in a game similar to df must have been what made me think it was the same song but a little slower in Towns (like the effect on sound when someone is talking in slow-motion sort of).

I'm having some trouble finding the carpenter, so I guess it's off to the tutorial that I go.

Also, oops, I was playing an old version (.36). I'll give the demo a try.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: justinlee999 on December 02, 2011, 05:18:39 am
Whoa, when I first played Towns the GUI and graphics looked so fugly I'd rather play ASCII.

But now it's looking pimped out!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: burningpet on December 02, 2011, 05:22:34 am
Fugly is fucking ugly? that's neat, i may use it in the future.

And thanks :)
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Duuvian on December 02, 2011, 05:22:50 am
Yeah, that UI is nice, good job! It's well designed and includes everything, from what I can tell so far. If I have any suggestions or spot any bugs I'll let you know.

EDIT: Is it possible to go toggle fullscreen in the windows version? The windows blue bar at the top interrupts when you move your mouse to the top to scroll up.

EDIT2: Yep this looks promising, but for now I think I need to head to bed. Are there tutorials for the demo? I ended up placing a bunch of carpenter benches with none actually being built.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Deon on December 02, 2011, 05:47:49 am
I think I looked away for a moment... Wow, really? It looks really awesome! Good job guys!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Meta on December 02, 2011, 07:47:57 am
Just preordered my copy. What's the next step to access the non-demo version?

Edit: I just received my account informations, but the mail was in the spam bin...
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: burningpet on December 02, 2011, 08:24:24 am
Yeah, that UI is nice, good job! It's well designed and includes everything, from what I can tell so far. If I have any suggestions or spot any bugs I'll let you know.

EDIT: Is it possible to go toggle fullscreen in the windows version? The windows blue bar at the top interrupts when you move your mouse to the top to scroll up.

EDIT2: Yep this looks promising, but for now I think I need to head to bed. Are there tutorials for the demo? I ended up placing a bunch of carpenter benches with none actually being built.

Yes, press F11 to toggle to full screen.

Right now what i suspect you did was creating the items without placing them. by clicking the utils option on the right panel you can choose to build and place the carpenter benches, you will also need a carpentry zone enclosed in 4 walls to be able to place those benches. there is a wiki on our webpage, and an old tutorial that uses the old interface. we are working on a new one that is explained over the current UI.

Deon - Thanks!

Meta - so did you get your copy?
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Meta on December 02, 2011, 08:27:37 am
Yup, I got it. And it's working great! :)
Strike the earth!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: hemmingjay on December 02, 2011, 08:57:17 am
The game is leaps and bounds more fun than before, which was already fun. I like the new interface to find citizens and soldiers although I still long for a list screen. Perhaps somebody will release a mod or utility at some point.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Meta on December 02, 2011, 09:25:42 am
So, I was wondering where was the obligatory iron vein.
...
(http://img.ie/images/075c8_thumb.jpg) (http://img.ie/075c8.jpg.html)
...
Seems like I'm being unlucky. :D
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: alexpoysky on December 02, 2011, 09:50:40 am
deleted for double post. sorry guys.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: alexpoysky on December 02, 2011, 09:55:03 am
Lolwutdafaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa?

Wow that is two sorts of bad luck. it's GREAT luck to have iron topside, but absolute crap luck to have it waterlogged! Good luck mate!


Ok guys, two quick comments. First, expect a video tutorial or two up within the next day or so. Bear with us, as we spent 14 hours yesterday getting it up and running on Desura and are quite frankly, exhausted! Couple that with out day jobs, and well, yeah. Napoleon will make a small cameo in the videos, but he is a bit sick today as I just put his second puppy vaccine.

Second item of the day, we are nominated for Indie Game of the Year on indiedb.com. Since you can vote for up to three games, send the OBLIGATORY vote to DF, and if you like our game, maybe give us a nudge!

Link http://www.indiedb.com/games/towns

Kind regards

-Alex
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Kogan Loloklam on December 02, 2011, 02:55:57 pm
Alex seems to be a very nice guy. He has contacted me through pms about working on developing a game. The reason he is posting here is because he tried to give jobs to people here and at least some of the makers are recruited from the forums I think.

You have my permission to edit this pm into posts in this thread if you'd like to apologize:

http://www.bay12forums.com/smf/index.php?topic=94433.0

No hard feelings, honest mistake.

Also, while Towns is a bit like DF (I'm downloading Towns now to give it a try and I happened to read the thread), he was contacting me before he started working on Towns to work on some other project as a musician that folded before it got off the ground, and wanted me to find some coders in B12 to make a game, so I directed him to the one I knew from another B12 group in a game, but the coder wasn't skilled enough in whatever code for what Alex was planning or something.

I assume that this individual is not speaking officially as part of the Towns team? I think it should be pretty clear why if he is there is a problem.

I still stand by my original statements for the version I played. It was for the .29 version. If I ever try it again I will post a new review. I doubt I will before version 1.0 though, as I refuse to pay for beta games. Depends on how he prices it and whether or not I feel it's worth trying again given the fact it's a pay-for game running in Java and I've previously had problems with it.

Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: hemmingjay on December 02, 2011, 03:54:47 pm
There is a 20 day demo version for the new 0.37 build http://townsgame.com/index.php?option=com_content&view=article&id=4&Itemid=5 (http://townsgame.com/index.php?option=com_content&view=article&id=4&Itemid=5). While it may not be up to your standards at this or any other point it is leaps and bounds beyond what it once was. This new version has a new UI and a ton of additional content.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Kogan Loloklam on December 02, 2011, 04:11:19 pm
I'll try out the demo version a few versions down the road, just to give a fair review. I won't be buying it until it gets to 1.0 at the minimum, no matter how stellar it is. I don't buy beta games. Bad enough that I end up buying release games that should still be beta without paying for stuff that doesn't even exist yet.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: alexpoysky on December 02, 2011, 05:40:35 pm
It's really ok guys. No harm, no foul. We can't be expected to make a perfect game, just as you can't be expected to like it always. I appreciate your sincerity Kogan, and if anything I would love to hear what you have to say about the game once you do play it.

Once again, thanks!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: justinlee999 on December 02, 2011, 11:09:31 pm
So I preordered your game, how do I get it? Do you reply to the email I signed up with PayPal?
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: supermalparit on December 03, 2011, 01:00:14 am
So I preordered your game, how do I get it? Do you reply to the email I signed up with PayPal?

Thanks justinlee999.

Yes, you must have an email with your account information. If not, check your spam folder, and assure you to flag the @townsgame.com sender as non-spam

Regards
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: justinlee999 on December 03, 2011, 04:46:51 am
Ah, apparently the email was sent to spam, thanks!

Also is there any way to modify my username and password?
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: supermalparit on December 03, 2011, 07:40:02 am
Ah, apparently the email was sent to spam, thanks!

Also is there any way to modify my username and password?

I will check to add that feature tomorrow
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: supermalparit on December 03, 2011, 10:54:51 am
Ah, apparently the email was sent to spam, thanks!

Also is there any way to modify my username and password?

I will check to add that feature tomorrow

I said tomorrow? Well, I was lying. Now you have the user panel on the main menu.

Regards
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: justinlee999 on December 03, 2011, 11:36:41 am
Ah, apparently the email was sent to spam, thanks!

Also is there any way to modify my username and password?

I will check to add that feature tomorrow

I said tomorrow? Well, I was lying. Now you have the user panel on the main menu.

Regards
Dohohohoho thank thee.

EDIT: But you still can't edit your username, what a shame.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: supermalparit on December 03, 2011, 01:06:08 pm
Ah, apparently the email was sent to spam, thanks!

Also is there any way to modify my username and password?

I will check to add that feature tomorrow

I said tomorrow? Well, I was lying. Now you have the user panel on the main menu.

Regards
Dohohohoho thank thee.

EDIT: But you still can't edit your username, what a shame.

Yeah, sorry!

Username is what identifies you. I can do it manually but it breaks our administrative lists. Maybe in the future.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Duuvian on December 03, 2011, 09:29:03 pm

Hehe, fair enough. My apologies to you, Kogan, I didn't mean to insult you or belittle your valid opinion. I only thought maybe hearing that B12'ers were being recruited by Alex would change your view on whether he was justified in being the OP and, if that were the case, that if you felt that an apology was due that you could use my PM as an explanation.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: alexpoysky on December 05, 2011, 08:38:56 am
No worries. Oncea gain, no harm, no foul. We aren't here to fight or make new enemies. Let bygones be bygones! Everyone deserves their opinion, and there's never an instance in which you can appease everyone!

Have a great week everyone!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: alexpoysky on December 07, 2011, 03:18:40 pm
http://www.indiedb.com/events/2011-indie-of-the-year-awards/features/ioty-year-in-review-2011-quarter-04

We are number three on the most anticipated quarterly games list. Making us top twelve of the year. This is really unexpected.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: Levi on December 07, 2011, 03:54:45 pm
http://www.indiedb.com/events/2011-indie-of-the-year-awards/features/ioty-year-in-review-2011-quarter-04

We are number three on the most anticipated quarterly games list. Making us top twelve of the year. This is really unexpected.

Nice!

Also, that scrumbleship game looks strange/frightening/interesting.    :)

Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: lavenders2 on December 13, 2011, 07:43:38 pm
This thread and game look really nice.
Might go check this game out soon! Looks like fun, and saw CaptainDuck's video on this:
http://www.youtube.com/watch?v=5Hf7r5_zckg&feature=channel_video_title
Think that was the one. Go watch it if you have not done so already!
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: hemmingjay on December 13, 2011, 09:35:22 pm
Really excited for the next build, but imagine it will be next year. These guys seem to be really working with a lot of the suggestions on their official forum.
Title: Re: Towns 0.37 GUI overhaul showcase and a special little (puppy) surprise!
Post by: burningpet on December 16, 2011, 07:54:33 am
(http://dl.dropbox.com/u/21309241/towns038.jpg)

Hey, just wanted you guys to know we have just released Towns 0.38.
among double weapons and an automated production panel, you now also construct various things that will make your town look less lovely and more like a cannibals village:
(http://dl.dropbox.com/u/21309241/bonewall.jpg)

New Dungeon walls:
(http://dl.dropbox.com/u/21309241/dungeonwall.jpg)

And some new decorative items:
(http://dl.dropbox.com/u/21309241/decoratives2.jpg)
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: hemmingjay on December 16, 2011, 08:54:54 am
You keep exceeding my expectations for content and the speed with which you deliver it. Kudos!
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: Meta on December 16, 2011, 09:29:43 am
Nice! Time to upgrade my version and my town! :D
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: Xinvoker on December 21, 2011, 09:37:25 pm
I liked where this game was going, but wow, from version 0.37 it is not only playable as a game but addicting too!
The new UI is awesome as well!
I actually bought it when I saw that it had a proper UI.
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: Rex_Nex on December 21, 2011, 10:07:34 pm
I will be buying this game :) I love how its progressing. There is a lot I still want to see, but for the stage this game is in, this is stunning!
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: alexpoysky on December 22, 2011, 05:09:32 pm
Thank you so much man! We try very hard! 0.39 is right around the corner!
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: Deadmeat1471 on December 26, 2011, 01:27:21 pm
I didnt think i'd be getting this due to lack of money, but it appears I had enough spare cash from Xmas to buy it (amogst other indie greats!).
Admittedly I hadnt been keeping my eye on towns as closely as some other indie games, but I'm glad to support another indie dev and get a decent game in return :D Even if it is still alpha.
But come on, anyone who plays DF doesnt give a crap about an 'alpha' game ;) Finished or unfinished, some games have quality.

I'll play it abit later and see how its comming along! :D  Keep up the good work!
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: alexpoysky on December 26, 2011, 03:08:40 pm
Thanks so much! Feel free to PM me with any ideas or problems, and also make sure to stop by our forums!
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: Deadmeat1471 on December 27, 2011, 05:32:29 am
Thanks so much! Feel free to PM me with any ideas or problems, and also make sure to stop by our forums!

Played it quite abit yesterday, brutal honesty time.

-Love the general idea,  Love the dwarf forty implimentation of stuff.

-Graphics actually look nice ingame, though the menus could do abit better(probably low priority for alpha!

-Tool tips I think are a MUST for plusses and minuses and items etc, I'm still undsure what the +'s do for the items! I assume it puts 1 person on it constantly to make the product and the other just makes 1 of that product.

-Love the dungeon area stuff and the mining etc, though havent done it much yet.

-I think an option to have a kind of continuous painting would be nice. Example: instead of having to shift click when want multiple walls, just click and draw a square or click to start wall, click to end. Repeat. Without having to click on the stone wall icon again to do the second wall. Another example would be tilling, right clicking with shift, click then click drag is incredibly awkward!

-I'm not sure you can fill in holes you dug? I accidently dug a hole once and had to build around it. If this is the case, might need to fill it in. However as in dwarf fort, this isnt possible afaik so.... no biggie :D

-Graphics options, resolutions, etc.

-fast forward button? I dont think this exists... its not massive problem as theres usually stuff going on in this game.

Overall
Gameplay = Really fun
Graphics = Ingame very good, menus etc not so much.

So far, its a great game already and i'm glad to support it!


*These are just first impressions and I'm certain most if not all of the negatives are due to it being alpha, or have been mentioned already!

**I will have to go join the towns forums I think, and see how its getting along there :D
Title: Re: Towns 0.38 is now out, finalists in indie game of the year and Gamersgate
Post by: alexpoysky on December 28, 2011, 06:24:21 am
Ok, a comprehensive tutorial system will be up in the next version of the game!
Title: Re: Towns 0.39 update feature showcase video on youtube
Post by: alexpoysky on January 03, 2012, 10:13:37 am
http://www.youtube.com/watch?v=0i4sawbzrIw&list=UUmmnWWTv8yzEYen85QIbiQw&index=1&feature=plcp

We recently made a video showcasing the new features of the latest version of our game Towns.
We expect to release it within the upcoming days.
-Auto equipping was a feature not touched upon in the video-
Kind Regards
SMP
Title: Re: Towns 0.39 update feature showcase video on youtube
Post by: Deadmeat1471 on January 03, 2012, 02:07:47 pm
Looking cool!!

Cant wait to make myfirst Desert Town :D
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: alexpoysky on January 04, 2012, 07:55:38 pm
Hello everyone. We are proud to announce the release of Towns version 0.39. The demo is currently available at www.townsgame.com
Here is the changelog:
Add: Content!
Add: Containers!
Add: Possibility to expand zones (avoiding the boring squared zones)
Add: Stock number on the APS
Add: Different maps
Add: Habitat for living entities
Add: Value, fill percentage and eat time for every food item
Add: Citizens can now pick and use living entities (i.e. a pig)
Add: Buildings with living prerequisites and descriptions
Change: Siege message (informing that the game has been paused)
Change: Citizens don't run to the hospital if they are fighting
Change: Doors don't have a roof assigned (so you can make a wooden building with a bone door and the roof will appear)
Change: Removed the hardcoded "type=military" from military items
Fix: APS now checks for carrying items to control the stock
Fix: APS now doesn't take into consideration locked items (so walls, trees and so on can be placed there)
Fix: APS doesn't put all tasks at the same time on the task queue (performance improvement)
Fix: Synchronization crash
Fix: Building issue with citizens on different areas (IE. citizens on both sides of the river and no path between them)
Fix: Stuck friendlies over a hole with a ladder
Fix: Minor fixes and improvements
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: hemmingjay on January 04, 2012, 08:09:38 pm
looks great! Excited about habitats since I saw BP's comment on the Goblin Camp thread about the same thing.
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: alexpoysky on January 06, 2012, 11:48:18 am
A hotfix for the game has been released. it fixes

Version 0.39.1

- Balance: Wheat is produced faster
- Change: Some icons from menus have been moved
- Fix: Ogre club and fine ogre club graphic
- Fix: Harvest command on the bottom menu now also harvests cactus plants
- Fix: Autoequip when items are on containers
- Fix: Bug that caused food from containers to only be eaten by one citizen
- Fix: Buildings show the correct prerequisites for "living" when only those are left
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: x2yzh9 on January 08, 2012, 10:52:24 pm
How do you speed up/fast forward time ingame?
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: supermalparit on January 09, 2012, 08:02:56 am
Towns 0.39.2 has been released:

Add: Red/green pre-requisites when right click over a building
Add: System to add more textures dinamically
Fix: Lag when build a building and other citizens are over it
Fix: Camel/cow now return to his previous state after you milk it
Fix: Container issues


How do you speed up/fast forward time ingame?

This feature doesn't exist in-game :P
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: Ivefan on January 09, 2012, 08:33:39 am
Only tried the demo just now. But things that has come to mind would be;
Building on tiles occupied by mats would simply move the mat, currently unable to designate tile for building.
A way to delete stockpiles and buildings. -Edit- nevermind, i found it.
otherwise it feels quite DF-ish at the moment and i will keep an eye out.
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: alexpoysky on January 10, 2012, 03:25:47 pm


We have recently had the pleasure of expanding our group to a fourth member. Sphaz is hard at work on content for the game, and Ben, as always, is hard at work designing the graphics for it. While taking everyone's petitions into consideration we have come up with the following changes (soon to be implemented.)
1 bone armor for in between wood and iron

2. campfire as a slow way of cooking without a stove

3 a rare monster that drops a unique item

 4 minable stone with mineshaft

5 brownies (creatures, with spawnable towns, NOTE: NOT DELICIOUS CHOCOLATE!)

A huge round of applause for our content manager, who is currently working at Norse God speeds!

-SMP
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: burningpet on January 10, 2012, 07:16:42 pm
Height is coming!

(http://dl.dropbox.com/u/48081954/naturalgrid.jpg)

(http://dl.dropbox.com/u/21309241/townsmountainandriver.jpg)
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: Sentientdeth on January 10, 2012, 09:06:39 pm
OMG!  Love the progress you guys have made!
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: Deadmeat1471 on January 11, 2012, 03:26:10 am
It took toady like 8 years to introduce height. Lightning speed this is XD
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: Deon on January 11, 2012, 03:30:46 am
Not height, but a proper world gen with height, with real world geology. Those are different things :P.
I think the day when people stop comparing games based on a single map and DF which is different (and has a different goal) never comes :(.

The new version definitely looks sexy.

P.S. Do you plan marriages and relations between citizens? Right now they work and live like animals/hive drones. A bit of a character and interactions between NPC would be great to see!
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: alexpoysky on January 11, 2012, 10:59:07 am
Oh crap, forgot to mention, male and female animals :D we will be producing mating in the future possibly (between animals, not between humans and animals, mind you). And a family or marriage system (bar time and unforseen circumstances) is in planning after the hero system.
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: jester on January 11, 2012, 11:57:25 am
Oh crap, forgot to mention, male and female animals :D we will be producing mating in the future possibly (between animals, not between humans and animals, mind you). And a family or marriage system (bar time and unforseen circumstances) is in planning after the hero system.
 

Let me arm the children and ill support this
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: Fikes on January 11, 2012, 12:05:36 pm
Height map allways worries me in isometric games. It just becomes difficult to see everything.

Are you going to be able to dig into the side of a mountain or just straight down still?
Title: Re: Towns 0.39 is up! Demo on www.townsgame.com
Post by: hemmingjay on January 11, 2012, 01:19:41 pm
a great article about the development of the game can be found @ http://truepcgaming.com/2012/01/10/hours-of-randomized-fun-towns-interview/
Title: Re: Towns 0.39 is up! Lates build screenshots (11/01/12)
Post by: alexpoysky on January 11, 2012, 01:31:51 pm

(http://dl.dropbox.com/u/48081954/cookingfire.jpg)

The new cooking fire, used as an intermediate cooking area.

(http://dl.dropbox.com/u/48081954/bonearmorset.jpg)

A new intermediate armor set (guess what it's made of!)

(http://dl.dropbox.com/u/48081954/brownies.jpg)
Brownies in their village!
Title: Re: Towns 0.39 (Rev 2) is up! Lates build screenshots (11/01/12)
Post by: Jacob/Lee on January 17, 2012, 12:28:27 am
This game looks really cool, trying it out now!
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: alexpoysky on January 22, 2012, 11:32:41 am
New update of towns. The demo is available at www.townsgame.com

Here is a changelog


Version 0.40

Add: Content (enemies, items, terrain types)
Add: Transition tiles
Add: Height!
Add: Directions for livings
Add: Grid feature
Add: Grid, pause and settings icons on the UI
Add: Doors can be opened/locked/unlocked
Add: <speedUpPCT> tag to items. This tag can speed up (or down) the production time
Add: Max age for enemies and some can spawn into other living entity when they die this way
Add: Military items tooltips with information about the stats
Change: <move> tag to queues can now be used with multiple targets (like the <pick> tag)
Change: After placing a wall, citizens search for an area with other citizens (to not get stuck on a non-door building/wall)
Change: APS now looks at benches + items to know how many tasks create in paralel
Change: Subdivisions on menus
Change: Some item types changed
Change: Sieges are less deadly
Change: Removed the wall needed on all four sides when creating a zone
Change: Zones that have a roof speed up item production
Change: Roofs add happiness to citizens
Fix: Citizens getting stuck with some containers if you played with the enable/disable feature
Fix: Citizens searching the best food on the whole map and not pick the best one from containers/stockpiles
Fix: APS issue with multi<pick> tasks (like the mountain stew)
Fix: Locked items placed under a ladder no longer locks the ladder
Fix: Crash when you use the mouse wheel on main menu
Fix: Minor bug fixes and some perfomance improvements
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: hemmingjay on January 22, 2012, 12:47:23 pm
Add: Directions for livings


can you clarify that one for me? Great progress guys!
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Xinvoker on January 22, 2012, 12:59:22 pm
Add: Directions for livings


can you clarify that one for me? Great progress guys!
There is a different sprite for every different direction that the citizens, animals, etc are facing.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: alexpoysky on January 22, 2012, 01:42:26 pm
Basically 2.5 d

Here is a video
http://www.youtube.com/watch?v=J8iqIKrJIV8
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deadmeat1471 on January 22, 2012, 01:47:27 pm
brownie hunters lol? I'll have to download the new version!
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: tHe_silent_H on January 24, 2012, 06:11:41 pm
A few quick questions

1. WILL THERE BE MAGMA( and volcanoes and such)

2.will there be a magic system?

3.will there be an alchamy system( potions, pills, poisons etc for combat and hospital and maybe other things)

4.will there be pottery and glass making?
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: burningpet on January 24, 2012, 06:20:54 pm
A few quick questions

1. WILL THERE BE MAGMA( and volcanoes and such)

2.will there be a magic system?

3.will there be an alchamy system( potions, pills, poisons etc for combat and hospital and maybe other things)

4.will there be pottery and glass making?

yes, yes, yes and.... yes.

Btw - Magma is already in the game, both the graphics and the code but we are not putting it in the public builds until we advance the water and differentiate how they both behave and impact.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Levi on January 24, 2012, 07:19:37 pm
Spoiler (click to show/hide)

Man that looks great.  Out of curiosity, how come some areas look tiled (like in the above screenshot) and some don't (like the first screenshot on the blog)?

I actually like both ways, but I'm wondering if there is a reason for it.

Edit:  Oh, or is that the "Grid Feature"?  That would make sense.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: christonian on January 24, 2012, 11:50:27 pm
Over 6hrs of Lets Play Towns Come join me

http://www.youtube.com/playlist?list=PL6A5396A9D51BD42E&feature=view_all
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Rex_Nex on January 25, 2012, 12:22:08 am
Is it just me or does the Towns world look edible? Like everything is made out of differently colored frosted brownies? I love it.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Journier on January 25, 2012, 12:45:02 am
ummm the demo, how do i dig deeper than 1 level down?....
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deon on January 25, 2012, 08:38:21 am
Wow, just watched LP and it's getting closer and closer to the game I would probably love more than  DF fortress mode (at least once you get some random events and invasions going on, it will be so great :P).

Now I think about donating, I will do it for sure :).
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deon on January 25, 2012, 08:43:51 am
So, how does the purchasing work?

Nevermind, the email was a bit slow! Time to enjoy it (and make some graphics pack for myself, lol)!
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: burningpet on January 25, 2012, 09:18:38 am
So, how does the purchasing work?

Nevermind, the email was a bit slow! Time to enjoy it (and make some graphics pack for myself, lol)!

Oh dear! i cant wait to see those! (always a fan of your work)

Btw - towns already have invasions.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deon on January 25, 2012, 10:35:08 am
I haven't experienced them yet because most of my people die to random critters. I should try to control them better (but bastards run off to an edge of a map to pick some bones... I should probably delay bone working) :).
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: alexpoysky on January 25, 2012, 05:34:37 pm
Wow the thread is starting to pick up! Thanks for the support everyone!
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Levi on January 25, 2012, 05:41:22 pm
Do you guys have a target release date at all?  Or are you just going to keep going until you feel its finished?

I have to admit, when this topic first started I didn't really think it would end up looking this good.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deon on January 25, 2012, 06:14:21 pm
Same. I even chuckled a bit when Alex offered me to be a part of a money earning project. It looked really amateurish and raw, but now it's not worse than many of indie games (and better than a lot too), and it's just beta. I envy such a spirit and will to continue :).

I must say that the graphics pack really makes this game to stand out, it's an EXCELLENT work.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Folly on January 25, 2012, 06:27:49 pm
ummm the demo, how do i dig deeper than 1 level down?....

Not sure about demo...but in full game, you have to build a ladder in your hole before people can climb down to the next level.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Journier on January 25, 2012, 07:03:29 pm
k, i built ladders in all my holes when this occured and it wouldnt let me progress down to see the next Z level still to select to mine it. sadly.

doesnt matter though, since my whole population starves off by day 5.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Folly on January 25, 2012, 07:40:38 pm
in 0.40 the mouse wheel scrolls between Z-levels.
In the production menu, you can automate the cooking of meals whenever the ingredients are available. You can even automate the butchering of cows/pigs, for mass meat pies! Sadly there is no automatic harvesting of fruit trees...yet.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: alexpoysky on January 25, 2012, 07:53:56 pm
Hey Deon, I don't mean to correct you but... we are in ALPHA, ;). BETA will have loads more things like multiplayer and heroes!
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deon on January 26, 2012, 03:17:51 am
The multiplayer is something I'm looking forward the most.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: tHe_silent_H on January 26, 2012, 09:33:59 am
Another quick query will you try to sell it through steam/what kind of advertising(if any)
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: alexpoysky on January 26, 2012, 10:27:09 am
We do eventually wish to be on steam, but will only approach them when we feel that the game is fleshed out enough to belong on it! As for advertising, we don't have a budget for it, so we really just use my pr skills :D
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: alexpoysky on January 27, 2012, 12:55:54 pm
Paul Soars Jr, THE Minecraft man, just made a video about towns!

http://www.youtube.com/watch?v=KP_d2dEbsOE
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deadmeat1471 on January 27, 2012, 02:00:56 pm
Paul Soars Jr, THE Minecraft man, just made a video about towns!

http://www.youtube.com/watch?v=KP_d2dEbsOE

Kewl! Will watch this in a moment :D

I need to play more towns, I've been neglecting it lately.

Random idea, can we rename our townsmen? that would be an awesome feature.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Deon on January 27, 2012, 02:33:58 pm
Okay, the "I am hungry let's eat... nothing to eat so I will starve to death next to this fruit tree" issue should be fixed ASAP, I've lost 3 games to it.

Also, a list of citizens with an ability to jump to any of them is needed, especially for military.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Folly on January 27, 2012, 03:00:59 pm
It would also be nice if we could get some warning before digging into the river. Accidentally dig 1 tile under the river, and the entire dungeon will be flooded, until it crashes the game.
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: supermalparit on January 27, 2012, 03:22:53 pm
It would also be nice if we could get some warning before digging into the river. Accidentally dig 1 tile under the river, and the entire dungeon will be flooded, until it crashes the game.

Hello Folly,

can you look at the game folder for a error log please?

Thanks
Title: Re: Towns 0.40 is up! Lates build 22/01/12
Post by: Folly on January 27, 2012, 07:33:16 pm
error.log posted on towns forums
Title: Re: Towns 0.40.02 is up (New Trailer)
Post by: alexpoysky on January 28, 2012, 03:32:16 pm
Edit out
Title: Re: Towns 0.40.02 is up (New Trailer)
Post by: ( Tchey ) on January 28, 2012, 05:29:14 pm
I don't like the new trailer. I think it gives a false image of the game (too fast and action packed), it's not "easy to read", and the different phases are not really well shawn. My games are more like gather, build, gather, build, explore underground, defend, gather... The trailer is more like fight, fight, die.

However, i really enjoy this game. I've played it at the very first release, several months ago, and now i've bought it. Just add things to do (or build, explore, gather, etc), and fix the starvation problem.
Title: Re: Towns 0.40.02 is up (New Trailer)
Post by: alexpoysky on January 28, 2012, 05:37:44 pm
Point taken, we will see what needs to be done friend, thanks!
Title: Re: Towns 0.40.02 is up
Post by: lordcooper on January 30, 2012, 07:04:06 am
https://forum.suprbay.org/showthread.php?tid=113186

Maybe you'd like to clear up some confusion for them?
Title: Re: Towns 0.40.02 is up
Post by: alexpoysky on January 31, 2012, 09:15:06 am
Thanks so much for bringing our attention to this matter LordCooper!
Title: Re: Towns 0.40.02 is up
Post by: alexpoysky on February 01, 2012, 06:25:25 pm
Well it seems that PaulSoarsJr is indeed making an entire let's play series based on towns!!!!

http://www.youtube.com/user/paulsoaresjr?blend=1&ob=0#p/u/0/uNexEcK1UFI

Here is video number one.

In case you don't know, he is basically THE minecraft let's player, with over 200 thousand subscribers.

We are quite content... to say the least..
Title: Re: Towns 0.40.02 is up
Post by: Deadmeat1471 on February 01, 2012, 06:46:48 pm
Kewl!
Title: Re: Towns 0.40.02 is up
Post by: Apple Master on February 02, 2012, 11:08:48 am
Hey guys this is that DF rip o- Oh, nope!

I will probably try this later but I have lots of reading to do :(
Title: Re: Towns 0.40.02 is up
Post by: Mephansteras on February 02, 2012, 03:35:06 pm
Hmm. So, I finally got around to pre-ordering this and grabbing the latest version, since it's been a long time since I actually tried it out. Sadly, it crashes constantly. Not sure exactly what causes it, although it seems to be related to when I pause or unpause the game.

Here is the most recent log.

Code: [Select]
#
# A fatal error has been detected by the Java Runtime Environment:
#
#  EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x000000006933dce0, pid=11420, tid=3196
#
# JRE version: 7.0_01-b08
# Java VM: Java HotSpot(TM) 64-Bit Server VM (21.1-b02 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C  [atio6axx.dll+0x30dce0]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#

---------------  T H R E A D  ---------------

Current thread (0x00000000021fb000):  JavaThread "main" [_thread_in_native, id=3196, stack(0x0000000002430000,0x0000000002530000)]

siginfo: ExceptionCode=0xc0000005, reading address 0x000000000e40fff0

Registers:
RAX=0x0000000000000006, RBX=0x0000000000000003, RCX=0x000000006a2896b0, RDX=0x0000000000000002
RSP=0x000000000252ef70, RBP=0x0000000000000001, RSI=0x0000000000000000, RDI=0x0000000000000006
R8 =0xffffffffa4186940, R9 =0x0000000000000002, R10=0x000000006a2896b0, R11=0x00000000fe24e600
R12=0x000000006a28bd38, R13=0x000000006a288d80, R14=0x000000000252f060, R15=0x0000000000000001
RIP=0x000000006933dce0, EFLAGS=0x0000000000010283

Top of Stack: (sp=0x000000000252ef70)
0x000000000252ef70:   0000000000000000 000000006933dfb5
0x000000000252ef80:   0000000000000001 0000000000000003
0x000000000252ef90:   0000000000000003 000000006a288d80
0x000000000252efa0:   0000000000000001 0000000000000000
0x000000000252efb0:   000000000000001c 0000000000000000
0x000000000252efc0:   000000006a28bd38 000000006933c4de
0x000000000252efd0:   00000000e05b23c0 0000000000000007
0x000000000252efe0:   0000000000000002 000000006a288d80
0x000000000252eff0:   000000000000001d 00000000021fb000
0x000000000252f000:   00000000e05af0c8 000000000270a9a3
0x000000000252f010:   000000006a288d80 000000000252f070
0x000000000252f020:   0000000000000000 0000000000000002
0x000000000252f030:   0000000000000000 000000000bef8370
0x000000000252f040:   0000000000000324 000000000263e1ef
0x000000000252f050:   000000000000001d 0000000000000540
0x000000000252f060:   00000000e059c520 000000000252f0c0

Instructions: (pc=0x000000006933dce0)
0x000000006933dcc0:   89 41 fc 75 eb e9 09 01 00 00 45 85 c9 74 22 49
0x000000006933dcd0:   8b ca 4d 2b c2 41 8b d1 0f 1f 84 00 00 00 00 00
0x000000006933dce0:   42 8b 04 01 48 83 c1 04 48 83 ea 01 89 41 fc 75
0x000000006933dcf0:   ef 48 8d 15 e8 b2 d8 00 49 63 c1 49 2b d2 49 8d


Register to memory mapping:

RAX=0x0000000000000006 is an unknown value
RBX=0x0000000000000003 is an unknown value
RCX=0x000000006a2896b0 is an unknown value
RDX=0x0000000000000002 is an unknown value
RSP=0x000000000252ef70 is pointing into the stack for thread: 0x00000000021fb000
RBP=0x0000000000000001 is an unknown value
RSI=0x0000000000000000 is an unknown value
RDI=0x0000000000000006 is an unknown value
R8 =0xffffffffa4186940 is an unknown value
R9 =0x0000000000000002 is an unknown value
R10=0x000000006a2896b0 is an unknown value
R11=0x00000000fe24e600 is an oop
xaos.j.a.b.b
 - klass: 'xaos/j/a/b/b'
R12=0x000000006a28bd38 is an unknown value
R13=0x000000006a288d80 is an unknown value
R14=0x000000000252f060 is pointing into the stack for thread: 0x00000000021fb000
R15=0x0000000000000001 is an unknown value


Stack: [0x0000000002430000,0x0000000002530000],  sp=0x000000000252ef70,  free space=1019k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  [atio6axx.dll+0x30dce0]  DrvPresentBuffers+0x2bbd90

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
J  org.lwjgl.opengl.GL11.nglEnd(J)V
J  xaos.g.d.a(Lxaos/j/a;IIIZ)I
J  xaos.g.d.a(IIIIILxaos/j/a;III)I
J  xaos.g.d.d()V
j  xaos.f.a.u()V+1039
j  xaos.f.a.<init>()V+222
j  xaos.Towns.main([Ljava/lang/String;)V+3
v  ~StubRoutines::call_stub

---------------  P R O C E S S  ---------------

Java Threads: ( => current thread )
  0x000000000f189800 JavaThread "Thread-5" [_thread_blocked, id=10944, stack(0x000000000bb00000,0x000000000bc00000)]
  0x000000000e824000 JavaThread "Thread-4" [_thread_blocked, id=7272, stack(0x000000000a130000,0x000000000a230000)]
  0x000000000746b800 JavaThread "D3D Screen Updater" daemon [_thread_blocked, id=11664, stack(0x000000000a4a0000,0x000000000a5a0000)]
  0x00000000073f9000 JavaThread "AWT-EventQueue-0" [_thread_blocked, id=12016, stack(0x000000000a240000,0x000000000a340000)]
  0x0000000007289800 JavaThread "AWT-Windows" daemon [_thread_in_native, id=3892, stack(0x0000000007a00000,0x0000000007b00000)]
  0x0000000007287000 JavaThread "AWT-Shutdown" [_thread_blocked, id=9204, stack(0x00000000077a0000,0x00000000078a0000)]
  0x00000000072a3800 JavaThread "Java2D Disposer" daemon [_thread_blocked, id=1572, stack(0x0000000007640000,0x0000000007740000)]
  0x0000000006126000 JavaThread "Service Thread" daemon [_thread_blocked, id=13124, stack(0x0000000006ff0000,0x00000000070f0000)]
  0x0000000006124800 JavaThread "C2 CompilerThread1" daemon [_thread_blocked, id=680, stack(0x0000000006da0000,0x0000000006ea0000)]
  0x0000000006112000 JavaThread "C2 CompilerThread0" daemon [_thread_blocked, id=8584, stack(0x0000000006700000,0x0000000006800000)]
  0x000000000610a800 JavaThread "Attach Listener" daemon [_thread_blocked, id=8104, stack(0x0000000006c50000,0x0000000006d50000)]
  0x0000000006105800 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=6172, stack(0x0000000006a10000,0x0000000006b10000)]
  0x0000000002417800 JavaThread "Finalizer" daemon [_thread_blocked, id=1964, stack(0x0000000006870000,0x0000000006970000)]
  0x000000000240b800 JavaThread "Reference Handler" daemon [_thread_blocked, id=7620, stack(0x00000000064f0000,0x00000000065f0000)]
=>0x00000000021fb000 JavaThread "main" [_thread_in_native, id=3196, stack(0x0000000002430000,0x0000000002530000)]

Other Threads:
  0x0000000002405000 VMThread [stack: 0x00000000065f0000,0x00000000066f0000] [id=9420]
  0x0000000006137800 WatcherThread [stack: 0x0000000007130000,0x0000000007230000] [id=13284]

VM state:not at safepoint (normal execution)

VM Mutex/Monitor currently owned by a thread: None

Heap
 PSYoungGen      total 144320K, used 78253K [0x00000000f5560000, 0x0000000100000000, 0x0000000100000000)
  eden space 112896K, 62% used [0x00000000f5560000,0x00000000f9a29658,0x00000000fc3a0000)
  from space 31424K, 24% used [0x00000000fe150000,0x00000000fe8f2010,0x0000000100000000)
  to   space 30400K, 0% used [0x00000000fc3a0000,0x00000000fc3a0000,0x00000000fe150000)
 PSOldGen        total 349568K, used 192155K [0x00000000e0000000, 0x00000000f5560000, 0x00000000f5560000)
  object space 349568K, 54% used [0x00000000e0000000,0x00000000ebba6db0,0x00000000f5560000)
 PSPermGen       total 21248K, used 11666K [0x00000000dae00000, 0x00000000dc2c0000, 0x00000000e0000000)
  object space 21248K, 54% used [0x00000000dae00000,0x00000000db964b00,0x00000000dc2c0000)

Code Cache  [0x0000000002530000, 0x00000000027f0000, 0x0000000005530000)
 total_blobs=989 nmethods=488 adapters=452 free_code_cache=46504Kb largest_free_block=47510784

Dynamic libraries:
0x000000013f590000 - 0x000000013f5c3000 C:\Program Files\Java\jre7\launch4j-tmp\Towns.exe
0x0000000077160000 - 0x0000000077309000 C:\Windows\SYSTEM32\ntdll.dll
0x0000000076a80000 - 0x0000000076b9f000 C:\Windows\system32\kernel32.dll
0x000007fefd670000 - 0x000007fefd6dc000 C:\Windows\system32\KERNELBASE.dll
0x000007fefdac0000 - 0x000007fefdb9b000 C:\Windows\system32\ADVAPI32.dll
0x000007fefdba0000 - 0x000007fefdc3f000 C:\Windows\system32\msvcrt.dll
0x000007feff2e0000 - 0x000007feff2ff000 C:\Windows\SYSTEM32\sechost.dll
0x000007fefdce0000 - 0x000007fefde0d000 C:\Windows\system32\RPCRT4.dll
0x0000000076db0000 - 0x0000000076eaa000 C:\Windows\system32\USER32.dll
0x000007fefde10000 - 0x000007fefde77000 C:\Windows\system32\GDI32.dll
0x000007fefdab0000 - 0x000007fefdabe000 C:\Windows\system32\LPK.dll
0x000007fefde80000 - 0x000007fefdf49000 C:\Windows\system32\USP10.dll
0x000007fefc870000 - 0x000007fefca64000 C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.17514_none_fa396087175ac9ac\COMCTL32.dll
0x000007fefe1b0000 - 0x000007fefe221000 C:\Windows\system32\SHLWAPI.dll
0x000007feff2b0000 - 0x000007feff2de000 C:\Windows\system32\IMM32.DLL
0x000007feff300000 - 0x000007feff409000 C:\Windows\system32\MSCTF.dll
0x000000005d5d0000 - 0x000000005d6a1000 C:\Program Files\Java\jre7\bin\msvcr100.dll
0x000000005cf00000 - 0x000000005d5cd000 C:\Program Files\Java\jre7\bin\server\jvm.dll
0x000007fef96a0000 - 0x000007fef96a9000 C:\Windows\system32\WSOCK32.dll
0x000007fefdf60000 - 0x000007fefdfad000 C:\Windows\system32\WS2_32.dll
0x000007fefdf50000 - 0x000007fefdf58000 C:\Windows\system32\NSI.dll
0x000007fefa810000 - 0x000007fefa84b000 C:\Windows\system32\WINMM.dll
0x0000000077320000 - 0x0000000077327000 C:\Windows\system32\PSAPI.DLL
0x000000005e4d0000 - 0x000000005e4df000 C:\Program Files\Java\jre7\bin\verify.dll
0x000000005e2d0000 - 0x000000005e2f8000 C:\Program Files\Java\jre7\bin\java.dll
0x000000005e310000 - 0x000000005e325000 C:\Program Files\Java\jre7\bin\zip.dll
0x000000005cd60000 - 0x000000005cef3000 C:\Program Files\Java\jre7\bin\awt.dll
0x000007fefe230000 - 0x000007fefe307000 C:\Windows\system32\OLEAUT32.dll
0x000007feff0a0000 - 0x000007feff2a3000 C:\Windows\system32\ole32.dll
0x000007fefa7b0000 - 0x000007fefa7c8000 C:\Windows\system32\DWMAPI.DLL
0x000007fefab60000 - 0x000007fefabb6000 C:\Windows\system32\uxtheme.dll
0x000007fefd490000 - 0x000007fefd49f000 C:\Windows\system32\CRYPTBASE.dll
0x000007fee99e0000 - 0x000007fee9bdf000 C:\Windows\system32\d3d9.dll
0x000007fefc5d0000 - 0x000007fefc5dc000 C:\Windows\system32\VERSION.dll
0x000007fee99d0000 - 0x000007fee99d7000 C:\Windows\system32\d3d8thk.dll
0x0000000074600000 - 0x0000000074696000 C:\Windows\system32\aticfx64.dll
0x000007fee9c50000 - 0x000007fee9c5b000 C:\Windows\system32\atiu9p64.dll
0x00000000671c0000 - 0x00000000676a6000 C:\Windows\system32\atiumd64.dll
0x0000000067b80000 - 0x0000000067e41000 C:\Windows\system32\atiumd6a.dll
0x0000000180000000 - 0x0000000180050000 C:\Games\Towns\lib\native\lwjgl64.dll
0x000007fee7130000 - 0x000007fee724d000 C:\Windows\system32\OPENGL32.dll
0x000007fef7c60000 - 0x000007fef7c8d000 C:\Windows\system32\GLU32.dll
0x000007fee9e80000 - 0x000007fee9f71000 C:\Windows\system32\DDRAW.dll
0x000007fee9e70000 - 0x000007fee9e78000 C:\Windows\system32\DCIMAN32.dll
0x000007fefdfd0000 - 0x000007fefe1a7000 C:\Windows\system32\SETUPAPI.dll
0x000007fefd8f0000 - 0x000007fefd926000 C:\Windows\system32\CFGMGR32.dll
0x000007fefd970000 - 0x000007fefd98a000 C:\Windows\system32\DEVOBJ.dll
0x000000005cd20000 - 0x000000005cd54000 C:\Program Files\Java\jre7\bin\fontmanager.dll
0x000000005e2c0000 - 0x000000005e2c7000 C:\Program Files\Java\jre7\bin\jawt.dll
0x000007fefb5c0000 - 0x000007fefb5c8000 C:\Windows\system32\atig6pxx.dll
0x0000000069030000 - 0x000000006a3a4000 C:\Windows\system32\atio6axx.dll
0x000007fefb5d0000 - 0x000007fefb5d9000 C:\Windows\system32\atig6txx.dll
0x0000000002200000 - 0x0000000002256000 C:\Windows\system32\atiadlxx.dll
0x000007fefd930000 - 0x000007fefd96a000 C:\Windows\system32\WINTRUST.dll
0x000007fefd6e0000 - 0x000007fefd847000 C:\Windows\system32\CRYPT32.dll
0x000007fefd660000 - 0x000007fefd66f000 C:\Windows\system32\MSASN1.dll
0x0000000005f70000 - 0x0000000005fc3000 C:\Games\Towns\lib\native\OpenAL64.dll
0x000007fefe310000 - 0x000007feff098000 C:\Windows\system32\SHELL32.dll
0x000007fef5d90000 - 0x000007fef5e18000 C:\Windows\system32\dsound.dll
0x000007fefc1a0000 - 0x000007fefc1cc000 C:\Windows\system32\POWRPROF.dll
0x000007fefda10000 - 0x000007fefdaa9000 C:\Windows\system32\CLBCatQ.DLL
0x000007fefbf00000 - 0x000007fefbf4b000 C:\Windows\System32\MMDevApi.dll
0x000007fefbdd0000 - 0x000007fefbefc000 C:\Windows\System32\PROPSYS.dll
0x000007fefa760000 - 0x000007fefa7af000 C:\Windows\system32\AUDIOSES.DLL
0x000007fefbdc0000 - 0x000007fefbdc9000 C:\Windows\system32\avrt.dll

VM Arguments:
jvm_args: -Xms512m -Xmx512m -Djava.library.path=./lib/native
java_command: C:\Games\Towns\lib\xaos.jar
Launcher Type: SUN_STANDARD

Environment Variables:
CLASSPATH=C:\Program Files (x86)\Java\jre6\bin;C:\Program Files (x86)\Java\jre6\bin;C:\Program Files (x86)\Java\jre6\bin;LASSPATH
PATH=C:\Programming\oraclexe\app\oracle\product\11.2.0\server\bin;;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\AMD APP\bin\x86_64;C:\Program Files (x86)\AMD APP\bin\x86;C:\Programming\Perl64\site\bin;C:\Programming\Perl64\Modules;C:\Programming\Perl64\bin;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;c:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-Static;C:\Programming\Python 2.7;c:\Program Files (x86)\Microsoft SQL Server\100\Tools\Binn\;c:\Program Files\Microsoft SQL Server\100\Tools\Binn\;c:\Program Files\Microsoft SQL Server\100\DTS\Binn\;C:\Program Files (x86)\Java\jre6\bin;C:\Program Files (x86)\Java\jre6\bin;C:\Program Files (x86)\Java\jre6\bin;LASSPATH;C:\Program Files (x86)\Common Files\Tom Sawyer Software\8.0.0;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\Java\jre6\bin\java.exe;C:\Program Files\Java\jre7\bin
USERNAME=Mephansteras
OS=Windows_NT
PROCESSOR_IDENTIFIER=Intel64 Family 6 Model 37 Stepping 5, GenuineIntel



---------------  S Y S T E M  ---------------

OS: Windows 7 , 64 bit Build 7601 Service Pack 1

CPU:total 4 (2 cores per cpu, 2 threads per core) family 6 model 37 stepping 5, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, popcnt, ht

Memory: 4k page, physical 4117016k(900112k free), swap 8534264k(2211740k free)

vm_info: Java HotSpot(TM) 64-Bit Server VM (21.1-b02) for windows-amd64 JRE (1.7.0_01-b08), built on Oct  3 2011 01:39:25 by "java_re" with unknown MS VC++:1600

time: Thu Feb 02 12:29:23 2012
elapsed time: 101 seconds



Title: Re: Towns 0.40.02 is up
Post by: Deadmeat1471 on February 05, 2012, 09:54:28 am
This looks like a 'Run as admin' based problem, tried it?
Title: Re: Towns 0.40.02 is up
Post by: alexpoysky on February 05, 2012, 10:23:20 am
Sorry about the delay guys! Yeah, try running as admin, if it doesn't work it will most likely be an ATI card problem, which we are currently working on fixing!
Title: Re: Towns 0.40.02 is up
Post by: Flying Dice on February 05, 2012, 11:15:11 am
I'm rather interested in this, as it looks like it is basically a whole game based around the best part of DF where you don't have massive management and FPS problems, and have just bought it. Looking forward to future improvements.  :)
Title: Re: Towns 0.40.02 is up
Post by: alexpoysky on February 05, 2012, 12:41:16 pm
Thank you so much for your patronage Flying Dice! I really hope you enjoy the game, and please, don't hesitate to let me or the other team members know what you think. We are trying our hardest!
Title: Re: Towns 0.40.02 is up
Post by: Flying Dice on February 05, 2012, 12:51:45 pm
Okay, the one thing I'm really wishing for more than anything else is the ability to zoom out, as I like to be able to work from more of an overwatch position, and the fixed zoom level is driving me bonkers.  :P


Unless of course I derped and the function is hidden somewhere I didn't see.
Title: Re: Towns 0.40.02 is up
Post by: ductape on February 05, 2012, 01:22:36 pm
I too would really like out-zooming. I do realize this will then need a whole new set of graphics for each zoom level since this is not 3d.

Question: I was playign the demo and at some point all my dude stop moving and doing anything. They had a flashing werid symbol witha  ren line over them. I could not make out what that was supposed to mean, It kinda looked like a loaf of bread. Did my guys die of hunger? Maybe a death sprite would be nicer. If they werent dead and instead decided to just stand there because they were hungry instead of eating an apple on the ground right next to them, then I think thats something that needs changing.

The tutorial didnt seem to explain things to me. I am offering this up as constructive criticism from a new player. Not to be nit-picky.
Title: Re: Towns 0.40.02 is up
Post by: burningpet on February 05, 2012, 02:13:20 pm
I too would really like out-zooming. I do realize this will then need a whole new set of graphics for each zoom level since this is not 3d.

Question: I was playign the demo and at some point all my dude stop moving and doing anything. They had a flashing werid symbol witha  ren line over them. I could not make out what that was supposed to mean, It kinda looked like a loaf of bread. Did my guys die of hunger? Maybe a death sprite would be nicer. If they werent dead and instead decided to just stand there because they were hungry instead of eating an apple on the ground right next to them, then I think thats something that needs changing.

The tutorial didnt seem to explain things to me. I am offering this up as constructive criticism from a new player. Not to be nit-picky.

Its what known as the hunger locked. the citizen are so starved they cant even work, just eat. they will starve to death afterwords.

This is being revised.
Title: Re: Towns 0.40.02 is up
Post by: Andir on February 06, 2012, 03:39:10 pm
Bought it on Desura, Linux 64-bit (Thanks for the option, btw!) A few things I noticed: (and yes, I understand it's alpha...)



VERY cool game though!!  Take the above as suggestions(comments/complaints), not orders. ;)
Title: Re: Towns 0.40.02 is up
Post by: ardesh on February 06, 2012, 06:13:43 pm
Sorry about the delay guys! Yeah, try running as admin, if it doesn't work it will most likely be an ATI card problem, which we are currently working on fixing!

might be a java issue... the linux version on 64bit systems require a certain jvm for some reason (probably suns fault)
Title: Re: Towns 0.40.02 is up
Post by: Deadmeat1471 on February 08, 2012, 07:21:56 pm
Hunger Lock sucks... maybe boost food priority if one person is starving?  Maybe food making is the only thing they do when hungry (at a loss off efficiency), and of course, they eat what they make.

I second this, I think its probably the worst 'bug' there is. If you run out of food its game over, even if you have the ability to make food quickly, in my experience anyway.
Title: Re: Towns 0.40.02 is up
Post by: Mephansteras on February 08, 2012, 07:34:00 pm
Really, people who are that hungry should automatically go out and harvest food, then immediately eat it. Hungry people don't stand next to an apple tree starving to death while waiting for someone to suggest that they pick an apple!
Title: Re: Towns 0.40.02 is up
Post by: jester on February 08, 2012, 07:51:04 pm
I just harvest all the trees on about 1/2 the map, works fine
Title: Re: Towns 0.40.02 is up
Post by: Aklyon on February 23, 2012, 02:55:32 pm
Positing to watch this
Title: Re: Towns 0.40.02 is up
Post by: lordcooper on February 23, 2012, 04:20:54 pm
http://www.indieroyale.com/

Yup.
Title: Re: Towns 0.40.02 is up
Post by: Briggsy16 on February 23, 2012, 06:24:50 pm
Played it and it's a very polished game. Very very DF though, love it.
Title: Re: Towns 0.40.02 is up
Post by: n9103 on February 24, 2012, 11:54:35 am
Bought the game through the IndieRoyale as Well.
Title: Re: Towns 0.40.02 is up
Post by: Levi on February 24, 2012, 12:01:50 pm
I'm waiting for version 1.0.   :)  I was really tempted to get this with the Alpha bundle, but I know I'll enjoy it more if I pick it up when its done.
Title: Re: Towns 0.40.02 is up
Post by: amjh on February 25, 2012, 11:36:45 am
Mining is sustainable, but mushroom farming isn't?
Title: Re: Towns 0.40.02 is up
Post by: MaximumZero on February 26, 2012, 12:49:48 am
And here I was, wondering about the hunger thing. Just started playing this, really like it. Lots of potential.
Title: Re: Towns 0.40.02 is up
Post by: alexpoysky on February 26, 2012, 08:34:35 am
Thanks for the support guys! Only 4 more days on the indieroyale sale! Let us know what you think so far please!
Title: Re: Towns 0.40.02 is up
Post by: Andir on February 27, 2012, 08:40:23 am
Thanks for the support guys! Only 4 more days on the indieroyale sale! Let us know what you think so far please!
Any idea on the next release?
Title: Re: Towns 0.40.02 is up
Post by: HLBeta on February 27, 2012, 09:14:44 am
So what are the exact conditions under which a zone receives an efficiency boost from a roof? Do the exterior walls need to be placed on the zone to count? Can I make multiple zones share a room and still have it work? Does it even need to be a rectangle or can I do funky shapes for where I need to build around ledges? I've already set up some fairly basic walls around my carpentry, but I'm wondering if I'm even doing it right and what fancier options I could pursue.
Title: Re: Towns 0.40.02 is up
Post by: burningpet on February 27, 2012, 09:16:54 am
The rule is quite simple, everything under a roof gets the bonus.

Interior walls doesn't matter, so is the shape of the entire building. as long as you see the roof, you know the bonus is applied.

We will do something like this for the dungeons as well, only replacing roofs with torches and candles.
Title: Re: Towns 0.40.02 is up
Post by: HLBeta on February 27, 2012, 09:27:17 am
The rule is quite simple, everything under a roof gets the bonus.

Interior walls doesn't matter, so is the shape of the entire building. as long as you see the roof, you know the bonus is applied.

We will do something like this for the dungeons as well, only replacing roofs with torches and candles.
Thank you for the quick reply and simple answer. I appreciate the readibility of the player-side interface.
Title: Re: Towns 0.40.02 is up
Post by: MaximumZero on February 27, 2012, 06:33:02 pm
So how do we go about using the priorities thing, anyway?
Title: Re: Towns 0.40.02 is up
Post by: burningpet on February 27, 2012, 06:46:55 pm
Right now, we have set the basic framwork of the game which does lean on DF foundations, so other than few different approaches you will not see any fundamental changes. however, those will come in the next patches.

As for videos, i personally like this video by paulsoaresjr: http://www.youtube.com/watch?v=KP_d2dEbsOE  (http://www.youtube.com/watch?v=KP_d2dEbsOE)
 
Title: Re: Towns 0.40.02 is up
Post by: alexpoysky on March 04, 2012, 07:05:00 pm
http://www.youtube.com/watch?v=gnrFC7N-0oA

New 0.42 showcase video!
Title: Re: Towns 0.42 video on youtube just set up! Fully animated walk cycles!
Post by: Deadmeat1471 on March 04, 2012, 09:17:35 pm
When you said, 'We have alot to show for the delay on the next patch' You really wern't joking. Awesome job guys!

Love the roads.
Also killing villagers with lava is always welcome  :P

Also, RENAMABLE VILLAGERS? pleassseeeeeeee :):):):) Did I see an editable name in the right click?

I'd also like to say, making decent water physics means towns has come of age, every game as somepoint tries to impliment water. Most of the time they create magic blue juice which has no reality with the real stuff. I think towns has surpassed previous attempts and introduced real water into a game for the first time. Water that you can tell is water without a tooltip, is a success indeed.
Title: Re: Towns 0.42 video on youtube just set up! Fully animated walk cycles!
Post by: alexpoysky on March 05, 2012, 04:34:15 pm
Patch 0.42 IS OUT!

http://www.townsgame.com/index.php?option=com_content&view=frontpage&Itemid=1
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deadmeat1471 on March 05, 2012, 04:45:26 pm
 :o dammit gamersgate hasnt caught up yet.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: alexpoysky on March 05, 2012, 04:47:53 pm
Yeah, they appear to be at GDC, hopefully it'll be up soon.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: ductape on March 05, 2012, 10:39:11 pm
Desura has no update for me :(
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Levi on March 05, 2012, 11:01:40 pm
It has walking animations!  Looks so much better now!

Hard to believe such a small thing makes such a big difference.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: hemmingjay on March 05, 2012, 11:03:29 pm
Desura has no update for me :(

You have to log out of Desura and back in. It's lame, but I had the same problem with 3079
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 05, 2012, 11:24:34 pm
Still no update here.
Update successful! For some reason, it just popped up with "Update ready for 1 game." Hmm.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: ductape on March 05, 2012, 11:54:42 pm
yeah, i JUST got it too. Even though I tried the log in log out thing and it didnt work. The update just showed up on its own.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deadmeat1471 on March 06, 2012, 12:17:25 pm
Gamersgate are last to update, goddam ;D still waiting GG.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: alexpoysky on March 06, 2012, 12:20:47 pm
Guys, theres a small bug, COLORED ROADS give a graphical glitch. I'm so sorry we didn't pick it up! it'll be fixed in a hot-fix soon! For now, just use normal ones :P
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deadmeat1471 on March 06, 2012, 12:37:21 pm
Guys, theres a small bug, COLORED ROADS give a graphical glitch. I'm so sorry we didn't pick it up! it'll be fixed in a hot-fix soon! For now, just use normal ones :P

Lol damn, I want my lucy in the sky roads :D

http://www.youtube.com/watch?v=A7F2X3rSSCU
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: alexpoysky on March 07, 2012, 04:54:40 pm
Too late, it's been fixed ^^
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: adribelix on March 09, 2012, 02:26:14 pm
Loving the heck out of Towns! Got a second copy off of alpha indie bundle!
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: christonian on March 12, 2012, 10:46:20 am
Part 2 is out now over 11hrs of Towns Content

http://www.youtube.com/watch?v=1Baov9ebwrI
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 12, 2012, 08:37:46 pm
I keep getting random crashes. Once from the title, trying to load a new normal map, and once at random in game. :-\
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on March 13, 2012, 12:11:43 am
Can we see an error.log? its supposed to be located in the main folder.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 13, 2012, 12:45:49 am
Hold on, lemme empty them out (there are a few) and try to replicate. Unless you want all of them. In which case, I'll wait.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on March 13, 2012, 12:49:55 am
Hold on, lemme empty them out (there are a few) and try to replicate. Unless you want all of them. In which case, I'll wait.

Just the latest please, the ones from 0.42+
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 13, 2012, 12:54:47 am
Okay, I'll dump them and try to break the game again. :P Just wait until I'm done with what I'm doing. That shouldn't be too long.

Please disregard. Problem was of PICNIC or PEBKAC variety, take your pick. ::)
I was using an older exe instead of launching through desura.

Or not: Here's the latest:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I was listening to Pandora, and Adobe Flash crashed both times. Maybe Towns just doesn't like my music? :P
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: supermalparit on March 13, 2012, 10:44:52 am
Hello Maximum, this is the known ATI driver crash.
Please, take a look at this post. Maybe helps you to get rid of it:
http://www.townsgame.com/forums/viewtopic.php?f=10&t=653 (http://www.townsgame.com/forums/viewtopic.php?f=10&t=653)
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 13, 2012, 02:08:35 pm
I suppose that I'm supposed to put this somewhere, but where am I supposed to put it? The tutorial doesn't say.
Code: [Select]
chmod +x towns.sh
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Andir on March 13, 2012, 02:18:55 pm
I suppose that I'm supposed to put this somewhere, but where am I supposed to put it? The tutorial doesn't say.
Code: [Select]
chmod +x towns.sh
That's the command to make the shell script executable.  It's run from the command prompt in the directory where you put the game.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Jacob/Lee on March 24, 2012, 06:14:40 pm
So, do trees regrow? After building a rather tiny town on the surface (it didn't even have any workshops beyond a carpenter's and no residential areas) I was almost completely out of wood on my side of the river and had to go through a wall of froggys to get to any that was left.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on March 24, 2012, 06:40:57 pm
Yeah, trees spawn bushes that later grow into trees again.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Jacob/Lee on March 24, 2012, 07:20:04 pm
When someone gets too hungry and no food is available, they stand there like idiots waiting for food to just magically appear instead of doing something like, oh I don't know, using the piles and piles of flour to MAKE BREAD. How do I stop this ridiculous cycle?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: jester on March 24, 2012, 08:07:59 pm
When someone gets too hungry and no food is available, they stand there like idiots waiting for food to just magically appear instead of doing something like, oh I don't know, using the piles and piles of flour to MAKE BREAD. How do I stop this ridiculous cycle?

dont let people starve?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Jacob/Lee on March 24, 2012, 08:39:50 pm
When someone gets too hungry and no food is available, they stand there like idiots waiting for food to just magically appear instead of doing something like, oh I don't know, using the piles and piles of flour to MAKE BREAD. How do I stop this ridiculous cycle?

dont let people starve?
Yeah, I tried that. Even with piles upon piles of flour, nobody wanted to make bread nor butcher for some reason and we'd bashed all the trees clean by then.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: The Scout on March 24, 2012, 08:42:28 pm
It is quite annoying. They'd collect wheat before making bread.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 24, 2012, 11:56:11 pm
I suppose that I'm supposed to put this somewhere, but where am I supposed to put it? The tutorial doesn't say.
Code: [Select]
chmod +x towns.sh
That's the command to make the shell script executable.  It's run from the command prompt in the directory where you put the game.
...apparently, I'm a moron. I've been trying to figure this out (off and on, mostly off) for two weeks, only to find that chmod doesn't exist on Windows 7! Also, towns.sh doesn't seem to exist, or it's hiding somewhere it's not supposed to. ...any other ideas?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: supermalparit on March 26, 2012, 12:13:49 am
Hello Maximum, if you read my last message I link you a post that can help you with the ATI crash.
This is an external crash produced by the ATI drivers, we can't do much. But, for next build we will try to use a newer version of our OpenGL library that solves a few bugs.

In the meanwhile, you can upgrade your ATI driver and try to play the game in windowed mode. Sorry.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on March 26, 2012, 02:17:27 am
Yes, I saw, thank you. I'll see what, if anything, I can do with it.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Jacob/Lee on April 09, 2012, 04:29:31 pm
Bump.

Do animals like cows and chickens respawn naturally, or do we have to get to them for our farms before the Brownies, Froggies and Toadies skew them?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Jacob/Lee on April 12, 2012, 08:33:24 pm
(http://i.imgur.com/FaoUa.png)
Hmm...
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Jacob/Lee on April 13, 2012, 06:30:01 pm
Huh. A werepig broke down my front door, charged 8 tiles and brawled with someone collecting flour from the mills. He almost got killed, but luckily there were several other people wearing full iron and they swarmed the werepig.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on April 25, 2012, 07:52:43 pm
Hey guys, sorry for the dormant activity, we were quite busy..

i am please to announce we have just release version 0.45


(http://dl.dropbox.com/u/21309241/towns045small.jpg)

This next patch brings a slew of many new things, as well as addressing some old concerns.
We have reworked the guards to now have several roles instead of just the suicidal one. They will supervise work, patrol areas and rush to help other townies in danger.

The known hunger-lock phenomena has been reworked, no longer will hungry townies protest in anger. Now they will work slower and get depressed. A fair trade we might add.

We have added new content, decorations, different roofs, froggies camps in the jungle, windows, gates, colors, dressings and hats… yes... hats!
In the recreation area we have added the arena, where badgers can fight and shed blood to the joy and cheers of the viewers.

Oh yes, we also added the heroes.
Right now, they fulfill maybe 5-10% of their potential. They explore the dungeon, which now has a fog of war and is not instantly revealed, they  fight monsters, they may, depends on their moral, steal your stuff. But whatever you do, don’t lock them up. They will be driven insane and rampage through your town.

The heroes seeing light in this version are the dwarves, who prefer to sleep underground, the rogues, who prefer to steal your stuff than mess with dangerous monsters, the barbarians, who doesn’t care where they sleep, as long as they are getting their fresh stream of food, the highlanders, a danger junkies heroes who rather spend time at the dungeons than socialize in the tavern, the knights, an honourable fighters, and two special kind of heroes: Sips, the camp maker, who shoots fireballs, and Sir Punchwood the noble, who will help any damsel in distress.

In addition, we have reworked a lot of the underline code and mechanics, which should improve performance.
We do hope you will enjoy this update as much as we enjoyed making it!

general patch notes:
http://www.townsgame.com/forums/viewtopic.php?f=14&t=1420
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: ductape on April 26, 2012, 08:04:54 pm
Good Golly! I will be up playing this tonight!
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 28, 2012, 02:58:37 am
The new version is beautiful and more eventful. I find heroes a bit lacking flavor-wise (they don't do much; we may need Majesty-like system with rewards eventually :P), but still they add a nice diversity and often help.

I totally love the new farming mechanic, especially tree farms.

This is my new settlement.

(http://i.imgur.com/KZXY3.jpg)

I've got some troubles with the fact that people barely produce food to live though: 80% of jobs are to collect mushrooms and wheat, and they immediately eat that.

P.S. Could we have two roads running along each other looking as a single "wide" road? As you look at that screenshot closely (click it), I tried to make a "central street" between those cherries, but the pavement has holes in intersections, so 3-wide road doesn't look too good (like a series of intersections).
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on April 28, 2012, 07:00:25 am
very Nice looking town!

Heroes do lack at the moment.. very true.

Have you tried having a meat based production?

About the roads, the pavement roads fully connect so that they can also serve as 3 cells width road or a whole floor.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 28, 2012, 11:55:22 am
How can I add another language? I want to make a russian translation.

I also have this error:
[28.04.2012 3:22:12][ItemGenerator] Add. Unknown entity [greenflower]


P.S. You know what would be awesome? If the bottommost action buttons (which are 9) were accessible via 1-9 buttons on the keyboard.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: 0x517A5D on April 28, 2012, 02:30:42 pm
How can I add another language? I want to make a russian translation.

Start by just replacing the Spanish strings with Russian strings.

But the game isn't Unicode; it appears to use a custom font system.  I have no idea why.  So you will have to use a Cyrillic codepage (855, 866, or 1251) and add Cyrillic characters to data/graphics/fontCantarell.png image and modify data/fontCantarell.fnt to tell it where in that image your new Cyrillic characters are.  That last file is just a textfile with (I think) pixel coordinates into the image file.

If you try this, I strongly suggest using a Source Code Control System.  This will make it easier to merge your customizations with new versions of the game.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 28, 2012, 02:58:58 pm
Hmm, replacing spanish with russian may be not too bad of a decision, then you would have different download versions... But can I add a support for 3-4-5 languages?

Also I've achieved most I can do (I think). Got a huge settlement surrounded by walls with 40 inhabitants, 6-8 heroes (fluctuating) and cleared 3 levels of dungeons :P.
Food situation is the worst, it still takes 60-80% of work time for everyone to feed everyone, even with 10 cow and 10 pig farms and large grain fields. Maybe I am doing something wrong?

P.S. What are the "baits" for? And how can I remove them?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on April 28, 2012, 07:39:45 pm
This may be a dumb question that's been answered already, but is there any way to hide roofs?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: ductape on April 28, 2012, 07:46:34 pm
This may be a dumb question that's been answered already, but is there any way to hide roofs?

I never could figure it out, my solution was to not build anything above ground besides the farms and just burrow out my village in the only dwarfy way I know. Works really well too and instead of using resources to build structures, you gain stone and start to explore your first level down.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Andir on April 28, 2012, 11:01:26 pm
Tab and/or Ctrl ... I can't remember which.

Tab removes roofs
Ctrl makes walls semi-transparent.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: MaximumZero on April 28, 2012, 11:13:18 pm
I will report my findings when I get stuck working on my own game. ^_^
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 29, 2012, 03:58:13 am
So, does nobody know what baits are for and how to get rid of them?
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on April 29, 2012, 08:33:03 am
Baits are a very crude mechanic to "force" your arena badgers to come back to where you want them after they fight. you can also create a running track by building baits in fixed spaces along the track.

The only method to kill them would be by placing an arena badger next to them..
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 29, 2012, 03:37:06 pm
It looks like the corpses produce ghosts now, but you can simply delete corpses. It would be nice if in the future we had to bury dead men, to battle with ghost situation.

Maybe a 3x3 "graveyard" building. Individual graves would fill the landscape.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on April 29, 2012, 05:41:19 pm
There are already individual graves that stop the corpses from spawning ghosts. do you mean like a larger crypt that would allow unlimited burrying? sounds quite all right.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 29, 2012, 05:49:15 pm
I totally missed graves when I played it. And a crypt would be nice.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: tHe_silent_H on April 29, 2012, 09:26:34 pm
update topic title?, also, lovin the update but when you chop down farmed fruit trees are they supposed to leave nothing behind(cept the wood) was hoping to only farm them rather than norm trees, also they only seem to auto cut down wild trees rather than farmed ones
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on April 30, 2012, 04:55:08 am
The farmed trees leave logs and the sapling remains, so you don't have to re-plant them.

Use the job manager menu to harvest them.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: tHe_silent_H on April 30, 2012, 06:10:12 am
Farmed Fruit trees don't leave a sapling when you cut them(well, they haven't for me),

And auto-cut implies job manager btw
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: 0x517A5D on April 30, 2012, 03:37:33 pm
update topic title?

Alex P. is no longer associated with the Towns crew.

I don't think it was ever made public why; probably none of our business.

But that means monitoring Towns threads on messageboards is no longer his responsibility, even if he started them.

So I wouldn't expect the thread title to be updated.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: ductape on April 30, 2012, 08:16:30 pm
I call new thread managed by Burning P. or SMP
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: hemmingjay on April 30, 2012, 08:22:50 pm
I second that!
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: burningpet on April 30, 2012, 11:49:52 pm
There is another thread that was made by Xavi (supermalparit) which we will post in from now on.

Btw, hemmingjay -i forwarded your issue to xavi, he will know how to handle with it.

Deon - we are implementing full language support for the next patch, so it will be supposed to be easier to translate to russian.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Deon on May 01, 2012, 04:23:44 am
Farmed Fruit trees don't leave a sapling when you cut them(well, they haven't for me),

And auto-cut implies job manager btw
That's why they are FRUIT trees :).

Farm fruit trees for fruits, and pines (or other similar non-fruit trees) for wood, for easy resource managing.
Title: Re: Towns 0.42 is out fifth of march 2012
Post by: Andir on May 01, 2012, 09:13:44 am
There is another thread that was made by Xavi (supermalparit) which we will post in from now on.
This one?  http://www.bay12forums.com/smf/index.php?topic=86568.0