Turns out there were some problems with GearHead2 version 0.700, uploaded yesterday. It crashes on Windows, contains a spelling error, and I even forgot to update the version number on the title screen again. A new release that fixes all of these problems has been uploaded to GitHub. Sorry for the inconvenience.
For some reason i can’t move in the sdl version, neither using the arrows keys or numpad, the only thing that work is by changing the movement to the menu version but thats annoying to use.
If you previously played the ASCII version, they keymap in the configuration file may be off. Open gearhead2.cfg and delete all of the movement keys, see if that solves it.
It worked, thanks.
Nice! It seems though that the doc section about skills and talents is out of date… Is there any place where I can read about the current state of affairs?
I don’t think so, but the history file should have details about the changes that were made. I think both GH1 and GH2 need a thorough documentation review.
Oh good lord, yes.
My favourite 2d mech game returns and in good form. Does this fix the merchant behaviour in GH2 (static inventory after first time talked to) or does it move them over to GH1’s resetting inventory with passage of time?
Either way, welp, good thing I saw this on a friday. Time to work my way back to a Savin 😀
The shop thing has been fixed.
You are a figurative rockstar and a literal champion.
I’ve been playing Gearhead runs for the better part of a decade now and have rarely ever regretted it (usually when it autosaved at the wrong time ^^)
YOu’ve made something beautiful and full of explosions 😀
Here’s two bugs (or not) I’ve noticed:
– There’s a invalid reference to a image file ‘mech_noimage_png’ in sdlinfo.pp.
Either you forgot to put it in the release, or just meant ‘item_noimage.png’?
– When ExamineTarget’ed, props shows their ‘desig’ name attached in front of their ‘name’.
Is this intended?
Another bug to be fixed here:
The plot you have added in v0.700 to fix a deadend error “(*CORE_FINAL|*CORE_F_PAL) F:–”
turns out to be in incomplete state.
According to G-HAL, the plot needs its ‘branch’ plot (or child plot? whatever it is called)
which would be “*CS_END_ENDING_Propp F:–“, or the game fails to recognize the parent plot
correctly and ends up causing the same deadend error.
Thanks for your time.
Yes, need to do some work on these bugs, otherwise you are doing a good job, enhancing this program.
Oh, I have a couple of questions, will you keep working on DMU Eternal ?
I noticed that in Dungeon Monkey Unlimited 1.001 the Iron helm protects more than the steel helm, is that an oversight ?
Thx, for your nice games, It’s years that I have fun with them.
I like GH and DMU, but GH is superior because its more developed, both great games.
Of course GH2 and DMUE are good enhancements, even if they give me a sensation of still in development.
I also tried out a bit Dead Cold, good concept, but I can’t live only with Ascii.
I would also love a Windows remake or reboot of Realms of Sendai.
I find all of then immersive and funny, GH is good if you want something deeper and serious, DMU if you prefer something quicker, like a coffee breaker thingy, with high replay value.
So again thx and good job so far.
I hope to return to Dungeon Monkey after GearHead Caramel is set up. I haven’t decided exactly what I’d like to do with it yet, but I have a few ideas. One would be to set up an open adventure world with multiple ways for characters to retire/ascend; the next game will start in a world affected by things that happened in the previous game.
Excuse me again for an another necro-ish post,
but here’s a couple of bugs I’d like to notify you about.
First, rather minor one:
GH2, QUEST_OddJobs.txt, line 945 — there’s a typo “\VAR” where it should be \VAL.
Second, which presents *both* in GH1 and GH2:
In the function CanDamageBeamShield (ghweapon.pp), the line
“if Weapon^.V = GG_Weapon then begin”
It is checking the gear’s ‘value’ where it should see its ‘type’ (Weapon^.G),
resulting in beam-shields being vulnerable to energy attacks with DC of, and only of, 4.
This makes them practically invincible in actual gameplay.
It’s kinda surprising that such rule-screwing bug has been living for so long time,
probably because there’s not much threat to them to begin with.
Anyway, these two things are easy to fix unlike plot-deadend errors in GH2 (yes they still exists)
so we (JP players) felt it’d not bother your time for caramel development too much.