We’ve recently been working on our website in order to bring you this promotion! This is an amazing offer - for only $12.99 you can get two copies of KAG!
All you need to do is to go to our main website and buy the game from there.
This promotion together with the newly released mod “Shiprekt" will make the best gift you can ever do to your friend!
Don’t hesitate. Buy the game and play this amazing mod with your friend!
This is a full conversion mod for KAG. Our first idea was to make a simple top-down shooter like Asteroids. But what if you were free to build the ship from blocks? Furthermore what if these blocks were random like Tetris? Mix it with 2 other classics: Arcanoid and Bomberman and you’ve got Shiprekt.
We made this mod because we believe in making games that provide simple gameplay elements but combined with freedom and your creativity - bring an infinite possibility of action, total havoc and wreckage. In other words FUN.
Wreck the Enemy!
How to get it?
How to Play:
*Your Core (spawn) provides random parts
*Use these parts to build your ship
*Protect your Core
*Destroy all other ships Cores
*Avoid falling into water (ever watched Jaws?)
*After losing your core you get switched to another team, this happens until there is one team left
*(only) All players on the final surviving team get points - so play nice!
*[ WASD ] to move around
*[ E ] when close to use ship components
*[ SPACE ] rotates blocks while building.
*[ LMB ] to punch boarders
*[ SPACE ] releases all couplings (gray crosses) when sitting in a seat
*[ SCROLL ] zoom in/out
(these keys apply by default only)
Have fun and let us know on forums what you think of the game.
Please share/tweet/facebook this link so more players come play!Tweet
Incoming Big Build!
Lots of KAG Tweaks, and AUS Official Servers!
First of all, the example mod “Shiprekt” is having its first public release! It’s a bit rough around the edges but demonstrates a complete total conversion to top down ship building carnage!
List of “Shiprekt” Features:
A handful of KAG tweaks have gone ahead at the same time, either driven by Shiprekt development, community feedback, tester suggestions or sudden inspiration to change things up.
List of the major KAG tweaks:
There are also now Official Australian Servers, have a look for them in the server browser! Only took 3 years!
These are the result of some collaboration with the guys hosting the major community Aus servers to move their ever competent admins over to an official capacity, and keep the Aus community strong in the face of them running low on funding. As always the official servers are hosted by Joe/jrgp. We’ll be working hard to keep these servers up to the same quality as the old community ones.
A tiny manned torpedo launch - sorry for the ugly gif compression!
Some people were asking about how disconnected ships are possible, so here’s a gif explaining one of the many ways - you can also simply build blocks in the water without connecting them to your main ship, and blocks can become separated through destruction as well.
This gif is particularly fitting cause we’re preparing to launch the mod today, we’re testing the changes that have been made to KAG and making sure the mod works more or less out of the box, and doesn’t break your normal KAG install.
All things going according to plan (hahaha, yeah right) we’ll hopefully have it in your hot little hands tonight.
While there was meant to be a build out today with the modding example, a whole heap of new features, and gold names for the Aus Official servers, it’s been delayed.
We’ll be doing our best to get it out on Monday, but we haven’t had enough time to test the changes to KAG “proper”, and the mod example needs a bit more cleaning until MM’s happy to let it into the public hands.
We’re in disagreement about what’s fun at the moment and I think it’ll be much more productive to come back to it after the weekend than make some knee-jerk reaction that could cripple the game.
Sorry to disappoint anyone waiting on the edge of their seat. Delays happen.
Mod Example Video
THD Tester Norill today recreated the classic game “Left” in the upcoming example mod “Bomb Voyage!”. We’ve done this a few times already during development to test out the physics but to see it happen emergently during testing brought a happy tear to our eyes :’)Tweet
Towards the end of last week we were gearing up for testing, however some networking issues got in the way of getting it in the hands of testers, unfortunately. We’ll hopefully get that together over the next day or so, since we’d like to have the mod done by the end of the week.
Lots of progress was made on content though!
Bombs cause devastating explosions!
We’re going to add a nice delay to bombs to reduce the number of accidental explosions that are happening, but they’re quite functional so far.
The defense given by solid walls is invaluable. The cannons must be carefully aimed to take out tiles, but will kill players on any collision. They can be used to remotely detonate explosives as well!
Cannons can also be used to remove tiles you don’t want - this could be extended to torpedo or bomb or fighter boat release systems.
Cannons need to be carefully placed to get a good amount of shooting angle in - this usually means they’re fairly exposed too, allowing retaliatory fire!
Sharks will keep players out of the water.
We decided drowning was no fun, and sharks were more fun. ‘Nuff said.
Hey guys, progress update on the still unnamed big example mod!
Figured seeing stuff in action would be most interesting for you guys, so here are some gifs:
Building - demonstrating the “tetris” aspect
(sorry for the janky gif recording)
The ratios of each type of tile are currently just for testing; there should be far fewer seats in the mix in the final game. Tweaking the ratio of each part is trivial, and might be moved to a config file for easy server-side configuration (for servers with 50% bomb blocks in the mix, for example).
Out of control ship
This little “fighter” ship’s pilot was accidentally munched into one of the propellers, but it stayed active, forming a collision hazard for anyone nearby!
Tiny test torpedo
We don’t have the bombs working just yet but with propellers and building working they’re up next, along with cannons! Ship destruction effects are currently super rudimentary but they’ll get some love in the next few days. The “pilot” here probably should have been killed in the collision.
Still to-do graphically is some way of orienting yourself properly with the world as it’s currently very difficult to understand what direction you’re moving in without a point of reference.
We’ve also got to bind a few things in the engine (like the background colour of the world) and potentially fix the parallax layers to work with rotation (though that might take too much time for this cycle, as the issue is due to the way the whole thing is coded, not a one-line bug).
As you can see progress is coming along fairly quickly, and we’re hoping to be able to have a game with the testers on friday after nutting out what needs to be done sync-wise.
For the next two weeks we’re going to make a mod for KAG to demonstrate a ground-up total gameplay conversion of the game, and provide examples of how we’d accomplish various things in the engine.
The game we have in mind is a multi-teamed top down ship building game, with a sprinkling of tetris. Each team starts with a “core” that spawns random blocks for building with - these blocks need to be hooked together to protect the hull and provide offensive capabilities to your ship.
Some planned possible configurations include torpedoes, detachable raiding ships, and scrap melee machines. The limit of these configurations will be luck of the parts-draw and your imagination!
Mockup: torpedo hurtles towards an unprepared team.
There will be no direct player-to-player combat, no classes and no swimming - if you’re in the water you’ll either need to be picked up by a nearby boat or will swiftly drown, and if you make onto an enemy ship you’ll need to use their guns or bombs to do any damage (or take their controls and crash them into something). We think this will provide a unique form of versus play, and involve a lot of strategy.
Perhaps more importantly, over the next few weeks we’ll be forced to fix any bugs that get in the way of us accomplishing this goal, which will mean an easier time for modders down the road!
We’ll be keeping you posted with frequent updates and pictures :^)
Our friends from the “Who’s Gaming Now?!” are hosting the LAN party event during which they rise the money for the charity. More details can be found here (the event has already started):
Charity: Naomi House
Stream link: http://twitch.tv/carlmundo
Date/Time: Saturday 15 March, 3pm to 1am GMT
Donation link: http://www.justgiving.com/nerds
Help the good cause!
So, this update is what build 1053 was meant to be about - mod verification.
Its all working now, and you may notice some thumbs up/down icons on the server browser now. These only show for modded servers and they indicate whether or not a server is running mods that are verified (thumbs up = verified, thumbs down = not verified).
What does it mean for a mod to be verified? It means that a mod is confirmed to have come directly from the developer that it claims to have been written by, without having been tampered with. If every mod currently active on a server is verified and the server has mod verification turned on, then the server will get a thumbs up icon in the browser.
So how do you turn on mod verification? With the sv_mods_verified - set it to 1. Note that it is 0/off by default and will be turned off if any of your active mods fail verification.
How does a mod get verified? It needs to first be registered - currently the simplest way to do this is with this app, and then it needs to have a registration.json file generated and distributed with it. Mod devs should therefore generate a new registration file every time they make a new release. This can be done with the same app used to register the mod in the first place, or alternatively a script like this can be used to do it over the command line.
This might seem a little tedius at first, but once you’ve done it once its really quite straightforward. Additionally, this is only the first phase in a move towards a more managed system of mod distribution. For example, it’ll soon be possible to setup your servers to auto-update their active mods whenever a new release of them is made.
I think I’ve covered the broad strokes of the system, but let me know in the forums if you have any questions.
Sorry for the late post. Been trying to push out a hotfix for something that needs changing in this update before the changes are ready to be made proper use of - that’ll have to wait till Monday now, unfortunately.
Basically, this update marks the first inclusion of the mod verification/distribution system I’ve been working on for the past few months.
This first update only caters to the first part, verification: it lets mod devs register their mods and then when servers/clients load up mods they can verify that those mods have come from the developer they claim to have come from, without being tampered with.
Future updates will involve a more robust mod distribution system that will (I hope) please both mod devs and server owners alike (allowing for things like auto-updates of mods as devs push out new releases).
That said… I’m not going to tell you how to use it properly yet, because as I mentioned at the start of this post I still have to make a change to it (hopefully released on Monday) and it’d be best if folks didn’t make use of the new stuff till then. As the new verification stuff is turned off by default, this means that everything is working like normal for now - no changes required.
Anyways, aside from that stuff there were also a couple of minor changes from Geti that you can find in the changelog below.
[added] builder cant build backwall/ladders/etc in the edge 2 tiles of the map.
[modified] no build zones are 3 tiles at edge, not 5 and 10.
[added] some changes to maps
[added] initial mod verification integration
We’ve been working with modders this week on getting some specific issues fixed and a few examples of “how to do X” in preparation for that modding showcase. Particular thanks to Norill, Skinney, and Rayne along with the rest of the testers and anyone posting in that call to arms thread.
Other changes this build are mostly minor, with a gameplay focus.
Pictured: Common fear of many Australians, now tweaked for more balance despite my fondness for crying enemies.
[modified] gold stacks to 500, not 1k per inventory slot [added] increased burn time - fire arrows now do 1heart damage + 1heart burn [script][fixed] getPlayer(i) should return null now when player count is 0 or index is wrong [fixed] mod loaded only on 1st time game launched [fixed] mods not loading or crashing on 2nd server join [modified] water bombs don't stun through shield unless on a direct hit [added] water arrows stun shielded knights only on direct hit [fixed] tresflags map being "cut off" by the no build zone at the top [fixed] mods not updating by force downloading every time [added][fixed] can load maps from Mod folders by adding map name to mapcycle without need for extension [added] example for new block in scripts [script] made it a bit easier to handle custom tiles in mods (use a modded CustomBlocks.as) [modified] arrows cannot be jabbed, only slashed. [modified] just first day of playing won't show modded servers (was 2) [fixed] joining modded server 1st time resulting in crashes [modified] joining server only preloads used files (significantly faster joining)
Due to a small typo in the patcher code, some files may have been moved outside of your KAG folder with the last build. While this won’t be undone with this patch, it should prevent any new files from ending up there.
While this should not cause any harm whatsoever to your computer, it will have caused a little bit of clutter in your folders that you may want to clean up.
To undo the clutter caused by this:
Steam users should be unaffected. I have no concrete knowledge of if Desura users will be affected or not, but I think they probably will be. Users with a “normal” standalone install will definitely be affected, including servers.
As there is no version number change for this patch, server availability should be more or less unaffected (though servers will automatically restart themselves as usual normal).
THD apologises for this mix up.
I can shed more light on any individual concerns you may have in the forum thread for this announcement.
No more endless love I’m afraid.
This build also contains a few bugfixes and an exciting community addition, the storage cache. Thanks to Skinney for this nice object.
This fancy storage has a “drop all” button and a way of accessing the stuff that’s inside. We may be tweaking the interface just a little (making the drop all button vanish if you’re not carrying anything), but it’s functional and fun, so no more dinghy storages in CTF.
There’s also no build zones at the edge of the map to avoid “infinite jump” cheats, and some minor fixes for admins and modders.
[removed] valentines event code. [added] CTF storage from Skinney [added] Extra "no build" zones on the edge of the map from Skinney [added] camera rotation and position is cleared on disconnect. [fixed] /restartmap actually nextmapping [fixed] some bugs in file replacer