Play Bowmaster Winter Storm! Check out the new holiday updates! Gifts are literally raining from the heavens. Santa, whilst performing evasive maneuvers to avoid dragon fire, dropped a few presents and needs your help getting them back!
New Mission Type
Save Christmas! – Save the presents from obliteration. Use your grunts to return the gifts to the Christmas tree. Likewise, make sure to prevent the evil army from stealing the gifts. The Evil army seems to be making an evil stew and the main ingredient is broken dreams and unfulfilled holiday wishes — prevent the evil army from taking presents back to their boiling cauldrons.
Featuring classic and new original music by MarcusTYR
Fixed issue that caused the Ice/Fire Storm from being summoned if the summon arrow was shot from too close to the edge of the screen.
Added new allied unit ranking system. Allied unit ranks are now relative to your hero rank — an “upper rank” value is calculated depending on your hero rank. The higher your hero rank the higher the upper rank can be. It’s not a one-to-one relationship. You should start to see rank 2 units at hero rank 7, and rank 10 (max rank) units at hero rank 31. Unit ranks are still randomized from rank 1 to upper rank where upper rank is capped at 10.
New Ice Arrow enhancements! The Ice Arrow is more powerful than ever. Slow down your foes as you chill them to the bone. Freeze enemies with repeated ice attacks and then pummel them with blunt attacks for extra damage. Freeze dragons and watch them fall to the ground and then take steady aim as they are powerless to evade. Watch the earth erupt with spikes of razor sharp ice crystals should your arrow land upon the ground. Play Bowmaster Winter Storm
New trees to match the season.
Improved, more natural looking tree distribution.
Ice arrow now with extra awesome.
New visuals to indicate when a unit is Cold or Frozen (Note: a unit that is encased in ice is no longer always dead — he could just be temporarily frozen which means he will eventually thaw out and seek vengeance).
Damage popup numbers that fall to the ground (e.g. Flame and Poison ooze damage) now fall a little below the ground so that they no longer clutter up the ground portion of the battlefield.
Note to Beta Testers (that means you): The cold/freeze system is fairly new and may require additional testing. Please test out the new ice effects and see if you can break anything and let us know if you do. Also, we received some new bug reports since last update for a few non-critical issues but we’re still in the process of fixing these and we hope to fix these issues by the next update. As always if you have any feedback feel free to leave a comment in the blog, forum or even email lostvectors (at) gmail.com.
Also, take note of the new Bowmaster Poll in the right panel. I will be adding more polls as time goes on. Hopefully these will help us determine what users want and how to better focus development efforts.
New Bowmaster Winter Storm Updates! Enhanced Spike Trap Arrow and Fire Arrow. Damage popup text improved. New and improved shooting style selection screen during profile creation with animations that explain how each shooting style works.
Shooting style selection screen in the profile creation wizard is no longer just text. Animations demonstrate the different shooting modes. This is a more effective way to help new players understand how each of the shooting styles works.
Added ready status indicator to pull string shooting style in the form of an arrow tip. This is in addition to the drag-circle color. The issue that occurred before was that if a user pulled the circle off screen then there wasn’t an easy way to tell if their selected arrow was ready to shoot unless they glanced down at the action bar. Now if the circle is dragged off screen the user needs only to glance at the hero unit to see the color of the arrow-tip indicator. Just a reminder about the color codes: Green means ready to shoot, Blue means not enough mana, Gray means cooldown time not finished, Red means not enough mana and cooldown time not finished.
Hunter’s Spike Trap Arrow no longer breaks on contact with objects. In fact, the arrow no longer hits any object but the ground at which point it deploys. This will enable Hunter’s to place traps directly underneath mobs of enemies. If you liked the challenge of placing traps by avoiding hitting objects then let me know in the blog comments. Otherwise if you really like not having your spike traps break on contact with objects then let us know how happy you now are.
Significantly increase the base-level mana regen rate. Slightly increased the mana regen rate bonus for the mana regen upgrade.
Fire Arrow now places a damage-causing flame when contacting the ground (instead of placing a little flame that doesn’t do any damage). Anyone that walks across the flame will take damage.
Increased mana cost of Fire Arrow, Earth Arrow, and Electro Arrow (due to their recent boost in awesomeness).
Damage popups from unit melee attacks no longer show up all in the same spot — they should be easier to see now. Also if the damage caused by a unit is primarily elemental then you will know this by the color of the popup text.
Fixed bug that caused the debug flash player to show a null reference error when hitting Fire Elemental Grunts with an Electro Arrow or Chain Lightning arrow.
New Upgrades! Now featuring elemental blast-wave spells! These are similar to the wave spells in Bowmaster Prelude except they now behave differently when in-air or on-ground. For example, when the Earth-Wave arrow hits the ground the earth cracks open and spires of rock burst up, damaging any enemies standing in the area, but when the Earth-Wave arrow is detonated above ground a rift of Earth energy is summoned that explodes into several boulders that damage all enemies in their path. Check out the new wave spells!
Shrapnel, Bomb, Earth, Flame, and Ice wave spells added.
Changed the name of the Wind Arrow to Electro Arrow.
Electro Arrow now causes a minor chain-lighting effect that is similar but less powerful than the Mage’s Chain Lightning arrow.
Mage’s Chain Lightning changed to do burst damage instead of damage-over-time and the arch range has been increased.
Earth Arrow now causes a burst of rocks to explode out on impact that do damage to any objects they collide with.
Added sound effect and additional explosion animation for Fire Bomb.
Removed the deflect capability of the Skeleton Giant’s weapon.
Improved damage Pop-up text that is easier to see and is now color coded to show what kind of damage was inflicted.
Fixed bug that caused flames to get stuck in air when they should have been stuck to an object.
Fixed bug that caused pierce arrows to go through buildings.
Fixed issue that caused the Giant Skeleton warrior to attack enemies that were out of range.
Fixed issue that caused arrows to pass through the necks of certain grunt units without doing any damage.
I recently started using an Android 2.2 OS phone which has Flash 10. I’ve been toying with developing simple demos to test out the Flash capabilities of the phone. Then I decided to test out a simple Box2D demo I made as a modification of the demo by plasticsturgeon. Box2DFlash is an open source Physics Engine. Check it out. I look forward to working with it more in the future.
The demo ran quite smooth on the phone surprisingly staying close to 30 fps.
Below is the demo, but to get the full effect browse to the link using an Android 2.2 phone with Flash 10 installed.
Modifications to the original demo by plasticsturgeon.com:
– Click (touch) to full screen mode.
– Zoomed camera focused view that pans with the target body
– Bodies jump as soon as they fall asleep
Here’s another mod I created to test user control of a single body using keyboard input. Use WASD to control the focused body (W is Jump). Note: this demo is intended for desktop computer with a keyboard and not a mobile device.
User Controlled Body Mod Features:
– Added “hero unit” user control of a single body using speed-capped impulse
– Detected edge collision to allow jumping only when grounded