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Showing posts from March, 2016

Development marches on

I'd like to blog more as a way of keeping my thoughts ordered and what not, but the reality is that time spent blogging is (typically) time better spent dev'ing.  I do want to do it though, so maybe I'll find a place to add it into my schedule.  In the interim, the whole sunday stopping point seems to be working out okay for Fight-A-Base so it might also serve as a passable Riot / blogging day as well, at least until more people take note.  In any event, I have another build of RR to share; http://www.fightabase.com/ss/rr031316.zip (install: unzip it with paths intact, run rr.exe) I built this one with more of its dependencies included and I tested this on a few more computers, unfortunately all of them are set up for development so its possible this may still be a bust for regular people.  If you can't run it, let me know and I will actually troubleshoot because I'll never get famous if nobody can play my masterpiece. So what's new?  Everything since...

Ronin Riot; First Public Build

It goes without saying that I'll never make a red cent on Ronin Riot, so there's really no reason to keep it behind closed doors.  As such, I will be distributing it via this blog with whatever frequency development facilitates.  Here's the link; http://www.fightabase.com/ss/rr030416.zip Installation Notes:  Don't try to be cute and run it in the zip or you're gonna have a bad time.  Unzip it somewhere neutral with paths intact, and just run rr.exe to get it going. This is not optimized for size, speed, or even really tested outside of my dev environment so if it doesn't run for you, well it just might not right now.  It absolutely requires DirectX 9 (but who doesn't have that by now) and I can confirm it runs on Windows 7 x64 boxes and should be relatively devoid of memory leaks. Otherwise, it is still SUPER rough around the edges.  I won't bother reporting on everything that needs touching up cause everything does.  Seriously, don't mention...