Shadowrun Returns

Shadowrun Returns

SNES Reboot Alpha Version - OLD VERSION
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Update: 28 Jul, 2014 @ 10:51pm

V2.0.4.2

Even more bugfixes - Downtown, Dark Blade, Bremerton.
I'm expecting at least 2 more bug fix updates before I publish to Nexus again.
I'll try to update again tomorrow.

Then come the hard fixes...

I intend to roll out at least one new feature before going to 2.0.5 as well but first I need to squash bugs.

(Thanks for all the help reporting them!)

Update: 27 Jul, 2014 @ 8:04pm

V2.0.4.1

More bug fixes - Old Town and Car Yards.

More info is available at the same link as yesterday.

Expect even more bug fixes (Downtown and later) tonight or tomorrow.

Update: 26 Jul, 2014 @ 11:29pm

V2.0.4.0

Bug fix build. Changes are exclusively in Tenth Street and should have minimal impact.

If you want more details you can read this thread:
https://snes-shadowrun.obsidianportal.com/wikis/v204x-walk-through-notes

Expect more fixes tomorrow. (These will be focused on Old Town and later)

With a little luck I'll finish them quickly and be able to add new features soon... Based on the number it might need to wait until V2.0.5.0

Update: 21 Jul, 2014 @ 10:30pm

V2.0.3.11

BREMERTON LOGIC FIXES!

Hopefully I have fixed all the spawning and behavior issues.
I fixed the major ones, then walked through to verify.
Of course I found more things to fix then which I didn't verify.

Let me know if you see any issues.

Update: 21 Jul, 2014 @ 12:22am

V2.0.3.10

- Somehow music was missing, added that.
- Logic fixes to help with the Bremerton spawning issues.

Spawning issues are still being tackled.
The Grey slime is dying at the wrong time, this needs to be fixed.
Weird stuff is happening if you die... I need time to figure out why.
Still haven't successfully validated the Toxic Waste
And wow, shotguns are deadly in this map!

Update: 19 Jul, 2014 @ 11:29pm

V2.0.3.9

I have begun implementing Bremerton bug fixes.
Unfortunately I died before I could verify.
(and its too late to try again)

- Toxic Waste should only spawn once, and should stay dead when you kill it. Even if you leave and re-enter the scene.

- Going to the portal room should not kill you.

- "Grenade Gangers" should behave properly aggressively.

- The triggers are much more clearly labeled. This doesn't mean anything to you, but it makes my life easier.

Expect more updates tomorrow night

Update: 13 Jul, 2014 @ 11:03pm

V2.0.3.8

Published from a new deck so there may be unexpected problems.

Hopefully fixed the spawn / death issues with the Replicating Mage in the Arena.

(Their behavior still needs to be fixed, but you will no longer fight an infinite army of clones)

Update: 13 Jul, 2014 @ 12:27pm

V2.0.3.7
Updated Hamfist Photo
Updated Frogtongue Photo
Updated Jetboy Photo
Gutted Docks Matrix Logic. My experiment was not fun to play.
Made King challenge more accessible
Fixed Glutman Matrix so you can exit and enter multiple times.
Deleted old maps which are no longer used

Expect another update tonight with logic and bug fixes
The next update will be placed on Nexus as well

Update: 6 Jul, 2014 @ 10:45pm

V2.0.3.6

- Fixed Glutman conversation for Gender
- Random other Car Yard conversations fixed for Gender. Please point out any places that are "Male" when you playing a female character!
- Fixed Caryard exit cost display. (The variable name was changed)
- Added option to challenge King inside the caryard (provided you meet the requirements)
- Small adjustment to fight 10 arena logic. The scene still isn't working properly...
- Adding camera focus to Arena owner at the end of a fight (let me know if it helps or if it is annoying, I found that several times I couldn't see him after winning)

Update: 1 Jul, 2014 @ 10:16pm

V2.0.3.5

- Updated splatter picture and outfit.