Defining Awesome — News
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    November 16th 2010

    New version 0.81A (BUILD 1864) released

    Biggest changes or additions in a nutshell:

    I never liked the idea that Ubermen look like sprites, they wear metal armor so it should look like metal. So I added a chrome shader that reflects the surrounding in their armor and guns. I added light flares and generally improved the pseudo-HDR effects. Explosions should be more spectacular now.

    Most important gameplay balance change is reducing Ubermen armor by 50% and making the Mutant guns slightly more powerful. It seems everybody was complaining about the Ubers being too powerful so we played a match with this balance and it was much more fun.

    Big tweaks in game pie menus, they should be more accessible now. More ideas on improving them are appreciated.

    Added air control. It seems games can’t live without this. It is much easier now to jump and grab what you want.

    To grab your hands on this game and play it now click here.

    read more »

    November 10th 2010

    LINK-DEAD PUBLIC TEST RELEASED!

    Link-Dead public alpha testing version is out! Finally after what is now years the anticipation is over. You can get a glimpse of what Michal Marcinkowski’s new game is becoming. Some have already been playing LD in our private testing sessions for a few weeks now and they haven’t still left, which is a sign they might like the game. This is the first reason I am releasing an early public testing version. The game is at a point were it is so enjoyable that I have to share it with a larger audience.

    read more »

    September 22nd 2010

    Closed alpha testing

    I think I got it right this time.

    I need a few alpha testers for initial closed alpha testing. I think 20 people at most. In first order I will pick people that are long time fans on my blog (over 2.5 years), then players that have succesfully accomplished the Link-Dead Technology Test. If you don’t hold any of those criteria please don’t bother and wait for the public alpha testing. If you do and want to participate please contact me with your nickname written in the message and write LINK-DEAD ALPHA TESTING in the subject.

    Also please note that you will need good hardware because we’ll be playing an unoptimized version. You should have a couple hundred FPS on the LD Technology Test. Another thing, is we’ll be most likely playing on my server which is located in mid-USA.

    September 20th 2010

    OMGN made an interview with me about Soldat. Check it out.

    June 26th 2010

    I would like to make an early announcement that I will be participating in this years Polish Game Makers Convention between 15 and 19 July in Gdansk. If you happen to come by you can hear my lecture and discussion afterwards. All information is on the official web page. You can suggest what you would like to know most from me.

    June 26th 2010

    Mogę wstępnie ogłosić, że wezmę udział w tegorocznym Zjeździe Twórców Gier który odbędzie się w dniach 15-19 lipca na terenie Uniwersytetu Gdańskiego. Kto się zjawi będzie miał okazję między innymi wysłuchać mojej prelekcji i wziąść udział w dyskusji. Wszelkie info na oficjalnej stronie. Możecie mi podpowiedzieć co byście chcieli się dowiedzieć najbardziej.

    April 9th 2010

    Build 1643 released

    Open LD.exe from the Deathmatch Test and it should get patched.
    Most importantly this release contains ragdolls! I figured I need to give you guys something nice after the initial troubles with the LDDT release. If you didn’t patch before it might take 2-3 minutes to recompile bot paths after you run it.

    Second important change is aiming through stairs and platforms. This animation I think explains everything:

    Fixes & changes:
    – particles optimization
    – soldier keeps momentum when turning side with cursor while running
    – fixed boots sound
    – ragdolls
    – AI fixes
    – proper grenade damage
    – inventory shop rendering
    – added loading messages

    Last note:
    I forgot to mention this but this test is designed primarily for 1 vs 1 gameplay. The map is small, the bots weren’t designed yet to play against a larger number of players and after adding 2 bots it becomes too chaotic. Play against 1 bot to have most pleasure from it.

    April 2nd 2010

    Link-Dead Deathmatch Test release

    I decided to release something at least every 3 months just to stretch those releasing muscles. Even though there is a lot of work still to do. This is not April Fools. This is the Link-Dead Deathmatch Test. It is not meant to be perfect in any way. This is just a preview. I know there are countless bugs and I don’t really need to know them from you. So thank you for noticing. What I would like to know is if this is fun or potentially fun, if split-screen works and how it plays, how do you find the bots, what improvements do you want to see in terms of controls, visibility, gameplay (besides the obvious like vehiclze)?

    Features:

    – deathmatch map
    – bot players
    – split-screen for up to 4 players
    – 3 weapons + grenades
    – slot-based inventory management
    – bot, weapons and game rules mod configs
    – ‘dust processor’ smoke effects
    – dynamic and ambient lighting (try setting to pitch dark (0 0 0) in Maps/breakdown.cfg for a neat gamemode to play with friends)

    This version does not contain a couple things which were in previous releases since this is just a test of these specific features. For example networking and pixel shaders are disabled by default since they are buggy now.

    I recorded a video tutorial entitled “Link-Dead Deathmatch Test Video Tutorial”. It contains explanations of basic & advanced controls, aswell as how to mod scripts.

    BEFORE PLAYING THE GAME OR WHILE DOWNLOADING I encourage you to watch this video.

    Briefly about the new controls:
    I – for inventory menu – you get items after death and respawn
    E – take out grenade – FIRE (left mouse) throw grenade at mouse cursor. The soldier throws the grenade precisely at the cursor, try it.
    F (mount weapon) – enable/disable flashlight/lasersight
    Q – change weapon / if you have more than 2 weapons hold, move mouse over weapon in pie menu and release button

    If you have video card problems or can’t start the game or just want to read additional technical notes on the game read the previous techtest release.

    You can play splitscreen without a joystick or controller. Here is how. I would love to see someone pull this off (I managed to do it with a mouse and touchpad).

    I would also love to see Youtube uploaded movies of you guys playing in split-screen (up to four players please!)

    So try to have fun!

    The download: http://mm.soldat.pl/downloads/Link-Dead Deathmatch Test

    (16mb; Windows only; download again if you got crashes the first time on start)

    April 1st 2010

    New indie game announcement

    Michal Marcinkowski creator of the online 2d shooter Soldat is proud to announce his new indie game project.
    After getting tired of games with constant gore, slaughter, blood-fest, brain-smashing, spinal-coord-ripping, arm-twisting-agony, brutal-gut-exploding, bored to death by games where you shoot, mow down with a machinegun, stab with a knife, chop limbs with a chainsaw, blast with a grenade and snipe headshots – Michal Marcinkowski announces that he has started working on a new game entitled:

    HUG

    read more »

    January 16th 2010

    LDAP fixed

    Hey, FliesLikeABrick here. LDAP logins on this site should now be fixed. E-mail me at ryan@u13.net if you still have problems.

    If you were already registered on here and happened to have the same username as your SF(LDAP) account, the accounts will remain separate. However, if you try logging in with your SF username to this site for the first time now, it will work and you’ll then have an account on here which uses your LDAP credentials.

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