MXL Sigma: Screenshot Log

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whist
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whist on Wed Mar 02, 2016 12:14 pm wrote:Image
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whist on Wed Mar 02, 2016 3:54 pm wrote:Image

whist on Thu Mar 03, 2016 1:16 pm wrote:And the main room screen
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whist on Sat Mar 05, 2016 4:07 pm wrote:Already showed off the new lifebar/mon desc code, but it was missing unique mods display. Now mon desc code is fully done. Additionally this was softcoded, meaning we will be able to display some mods that usually aren't displayed, or remove some that don't necessarily need to be displayed, or whatever.
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whist on Fri Mar 11, 2016 5:56 am wrote:Neutral Paladin
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Holy Paladin
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Unholy Paladin
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whist on Mon Apr 04, 2016 10:43 pm wrote:Image
Thanks to our new GFX artist Inertia, I can now work on the inventory code.
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whist on Fri Apr 08, 2016 3:19 am wrote:Removed the unused classic ladders & added bounty ladders.
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whist on Fri Apr 08, 2016 9:29 pm wrote:Game time in top right text of automap. This displays the time you've been in the current game.
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whist on Tue Apr 12, 2016 10:38 am wrote:A little twist to possibly improve leap based skills (only Angel of Death at the moment?)
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whist on Wed May 11, 2016 8:39 pm wrote:This is Diablo taking hits from a boosted Nova Charge, releasing nova every frames, each nova dealing over 5,000,000 damage per hits. This would have killed pretty much any uber boss in the current MXL version in a second. As you can see, this is only a tickle for Diablo in MXLS (it took something like 10-15 seconds of continuous nova hits to kill him). Note that Diablo was only taken for testing purposes.

That is just to show off how far we can go with the new very high life bosses feature.
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whist on Wed May 18, 2016 10:41 pm wrote:The bounty task system is fully functional & working now! Also, a counter was added for tasks where you need to clear a level or to kill a certain amounts of monsters in a level (see top right notification icon).
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whist on Fri Jun 03, 2016 11:39 pm wrote:In-game menu (esc menu) simplified. Now there's only these three options
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You can also notice I've added some subtle dark background behind it, to give it a new feel. So now every options that used to be modifiable in the various submenus will be configured in a new UI that will look a lot like the configure controls UI of vanilla. Along with all old options, there will be sigma's specific config settings under this same preferences UI.


whist on Wed Jun 08, 2016 10:37 pm wrote:This here is quite far from being finished. To start off the tabs layout may change (it's missing a tab for sound settings to start with). Also, quite obviously not all options are in there yet. But that's just to give a little idea of how configuration of user experience will be handled in Sigma
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whist on Fri Jun 10, 2016 8:06 pm wrote:Reworked the gold pickup/drop notification display. First of all, it got a new look
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And now if you pickup/drop multiple times in a short time span (island of the sunless sea anyone?), the value adds up and displays on the same line, instead of adding a new line for every event. The notification resets every 1.5 seconds.
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For those who may not remember or that just didn't see it (it was posted on the old forum), here is how it looked like before. Also it's not shown on the screenshot, but it added a new line for every gold pick/drop.
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whist on Sun Dec 18, 2016 7:50 pm wrote:Image


whist on Sun Dec 18, 2016 7:50 pm wrote:Image
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whist on Sun Dec 18, 2016 7:54 pm wrote:The skill selection. A small gap was added betwen icons. Also, we now have the possibility to have as many rows as the screen resolution allows it. (in vanbilla it was limited to 5 rows if I remember right)
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