Hi there! I was still having nightmares about having a null exception that essentially ruined the game. It was caused by our input system and would be mostly noticeable for those playing with a gamepad. Since the game would "crash" in the background but still be playable a lot of
Hi there!
I was still having nightmares about having a null exception that essentially ruined the game. It was caused by our input system and would be mostly noticeable for those playing with a gamepad. Since the game would "crash" in the background but still be playable a lot of odd things would happen such as bosses being destroyed with one bullet and or other oddities. After testing I do not have anymore critical bugs. But let me know in the forum if you have issues.
Proper update coming soon. Thank you all!
Hi everyone, I invite you to try the new build. With lots of improvements, bug fixes and a new reworked area. If you appreciate the game so far I would truly appreciate you leaving a positive review if you can. To bring the rating back up a little. It wouldn't hurt, especially si
Hi everyone,
I invite you to try the new build. With lots of improvements, bug fixes and a new reworked area.
If you appreciate the game so far I would truly appreciate you leaving a positive review if you can. To bring the rating back up a little. It wouldn't hurt, especially since most of the ratings are from way back when the game was way more flimsy..
The full change list coming soon. I am also hoping to release a small update by Christmas.
for a more detailed update head to Kickstarter : https://www.kickstarter.com/projects/1445624543/anne/posts/4515146
Thank you for your continuous support! Cheers!
Mo
Hi everyone, Chapter three is now available. World three can be accessed from the travel tunnel on the top right side of World 2. I still have to testing and work to do on it, but the this update brings a lot of improvements and bug fixes. A proper full announcement and changelog
Hi everyone,
Chapter three is now available. World three can be accessed from the travel tunnel on the top right side of World 2. I still have to testing and work to do on it, but the this update brings a lot of improvements and bug fixes. A proper full announcement and changelog coming soon. Thank you for your patience and help testing out the new content.
If you encounter a major issue you can revert back to the previous build by switching to the beta build in the game's Steam properties.
Best,
Mo
Hi all, lots of improvements and bug fixes. There was an area in W1 that was impossible to traverse somehow. I will post a more complete changelog soon, but all player weapons have been improved, and the push ability now also blocks bullets. I have also made a few level design ch
Hi all,
lots of improvements and bug fixes. There was an area in W1 that was impossible to traverse somehow. I will post a more complete changelog soon, but all player weapons have been improved, and the push ability now also blocks bullets. I have also made a few level design changes in W1 and a lot more!
Mo
Hi everyone, As I have been working on chapter 3 I have found a few fairly major issues along the way that required fixing. Here is a list below : - Fixed all ship weapons' attack power stats for every upgrade level. The ship's green laser stats were pretty broken somehow. It is
Hi everyone,
As I have been working on chapter 3 I have found a few fairly major issues along the way that required fixing. Here is a list below :
- Fixed all ship weapons' attack power stats for every upgrade level. The ship's green laser stats were pretty broken somehow. It is fixed now although It might still be a bit too powerful, it’s better that way and I will fine-tune it later.
- Lowered player's rifle's ATP by one point and raised the shotgun damage by one point.
- Raised level of enemies in travel tunnel 2-3.
- Raised the levels of enemies in the second half of World 2.
- Adjusted destroyer enemy ship stats, attacks and collisions (first appear in Shmup 2-3)
- Fixed a breachable ship in the 2-3 travel tunnel, which had invisible wall guns and missing ANNE piece to collect.
- Added W3 theme music
- Added missing travel stage 2-3 music
I am still working on chapter three. This means doing some World 3 level design polish and adjustments to enemies and bosses. I am also bringing back a feature where the ship does not clear enemies on screen when landing and can be attacked while “parked”. Somehow this feature was turned off by the main programmer back then and I am asking him to help me out bringing it back. Essentially this is not a JRPG airship :) Baddies can indeed decide to take your ship down if they find it. Leading to interesting situations…
I still need to figure out what causes an exception with displaying the button prompt. A bit above my pay grade, I would need to waste a considerable amount of time to figure this one out and i prefer spending my time on improving the overall experience and looking for a programmer to help me with this eventually. So again very sorry for the missing button prompts in the game.
Thank you for your continuous support!
Mo
Hey all, I am pleased to inform you that we are almost done with all the input bugs. Although everything seems to be working fine now, the input displays for the keyboard and mouse controls are offline. This means that there is no ways to know what key to press but we should have
Hey all,
I am pleased to inform you that we are almost done with all the input bugs. Although everything seems to be working fine now, the input displays for the keyboard and mouse controls are offline. This means that there is no ways to know what key to press but we should have a fix soon and we will update all three platforms then.
Cheers,
Mo
Hi all, just to let you know that we fixed a gamepad bug that has been there for a while. I didn't experience it sooner since I didn't have any controllers plugged in for quite some time... My bad. I noticed that some controllers may have issues where they have a constant input b
Hi all,
just to let you know that we fixed a gamepad bug that has been there for a while. I didn't experience it sooner since I didn't have any controllers plugged in for quite some time... My bad.
I noticed that some controllers may have issues where they have a constant input being pressed, my Buffalo brand controller is always pressing down for some reasons (sucks in the menus). We'll look into that eventually but for now back to the game.
Thank you,
Mo
-Version 02.03.2024- Hi everyone, this is a mini update fixing missing sprites in World 2. I am still working on the gameplay test arena. It's not that easy to accomplish since many bosses depend on special variables and conditions in order to spawn and I need to sort this out :)
-Version 02.03.2024-
Hi everyone, this is a mini update fixing missing sprites in World 2.
I am still working on the gameplay test arena. It's not that easy to accomplish since many bosses depend on special variables and conditions in order to spawn and I need to sort this out :). I will reply to the forum messages soon. Sorry I really wished I could be full time on this
The arena will be available through the "beta" version. Coming soon!
thank you for your patience!
Hello, friends and survivors of this slow-motion adventure we are all in together. I was hoping to release this update much sooner but I have been pretty busy with life and some of the issues took a while to fix, and some for dumb reasons... Nonetheless learning programming with
Hello, friends and survivors of this slow-motion adventure we are all in together.
I was hoping to release this update much sooner but I have been pretty busy with life and some of the issues took a while to fix, and some for dumb reasons... Nonetheless learning programming with someone else's code is challenging. But I have some help from my buddy David so things are moving forward. This is the return of the Linux and Mac builds using my new Linux machine, so I hope that these builds will run well since I do not have time to test these two SKUs.
I will make sure to go around the forums to look for issues I may have overlooked and do my best to get these fixed ASAP. You will find a list of most of the changes below. Also, I believe that the old version of Unity I use is creating Mac builds for a Mac OS that Steam will no longer support... So I will most likely have to resort to having Linux and Mac builds on my website directly... ;_; To be continued...
For the upcoming update, I am considering sharing a special save game that would load into an enclosed playground area with most of the gear unlocked and all kinds of enemies and physics objects to play with... Let me know what you guys think. Might be something fun to do while waiting for chapter 3!
I also asked the folks at Valve to set my project back to Early Access I am unsure of how it came out of EralyAccess, but it was an accident/mishap on my part.
Cheers,
Mo
Patch 00.20.2024 details
fixes/changes list
global
- changed sound FX when collecting core fragments
- changed the title screen song
- added a new music track for the beginning of W1
- lowered default main volume
- Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the weapon.
- Replaced all videos with black placeholder video. To reduce the size of the game and get some speed
- Made some quick adjustments to "support" wide 21:9 | 43:18 displays.
- Set the game to display a resolution dialogue when launching. 1280*720 recommended. Unless you want to laugh, experiment or simply have no choice.
I set Unity to only allow 1280 x 720 but apparently, it doesn't care about these build settings @_@.
HUD
- The core level is now displayed properly when acquiring an additional core level. It might not work in every language since Google Translate modified caps... Will fix it eventually).
- Made the button display window bigger
* Note that the cursor got smaller. Will be made 200% bigger in the next update.
Prologue
- removed some enemies inside the enemy's carrier ship that would spam the screen with bullets.
* noticed that the ship's grab function was disabled during the prologue. Will look into enabling it back, while keeping the tutorial for it later in the game.
W1
- Made some LD modifications at the start of W1 ; better flow and a more logical item placement. Now rewarding clever players early on since the idea with rusty keys is that you must save them as much as possible for later in the game ;]
- Added a new ambiance with a new song from Tomoharu Yamashita (first composer, aka Miyamo). This new-but-old track matches the mood better and the previous track will start once the player has gotten the ship back.
- Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the first weapon.
- Fixed a bug where it was impossible to repair the ship.
- Polished a few environment sprites and tiles.
We were pretty much off this summer but we are picking up steam now. Unfortunately, this fix is for PC only as Unity cloud builds no longer support our old Unity version. I have to figure out how I will build the Mac and Linux version. Stay tuned cheers, Mo and the team
We were pretty much off this summer but we are picking up steam now. Unfortunately, this fix is for PC only as Unity cloud builds no longer support our old Unity version.
I have to figure out how I will build the Mac and Linux version.
Stay tuned
cheers,
Mo and the team
A critical bug causing the player's ship to take damage while a boss was respawning has been fixed. It was supposed to be included in the previous update but a small value was changed or reverted unintentionally. NB: More bosses may need this feature activated in the future. Chee
A critical bug causing the player's ship to take damage while a boss was respawning has been fixed. It was supposed to be included in the previous update but a small value was changed or reverted unintentionally. NB: More bosses may need this feature activated in the future.
Cheers.
Hi everyone, sorry for the delay in releasing this new update however We are all pretty busy with life. This update includes tons of ld and gameplay tweaks and new content. Although the important bug was affecting the game globally, this update includes mostly improvements for th
Hi everyone,
sorry for the delay in releasing this new update however We are all pretty busy with life. This update includes tons of ld and gameplay tweaks and new content. Although the important bug was affecting the game globally, this update includes mostly improvements for the Chapter 2 content. here is a quick changelog of the significant changes:
Major bug fixed: Boss reset.
- Bosses and enemies would not reset fast enough on respawn, sometimes causing the bosses to reappear on the player ship causing an instant kill at the start of a boss. This would make dying and retrying against certain bosses a real unfair pain in the buns.
World 2
- Did a big level design rework in the Windmill village.
- Did a few level design tweaks in multiple areas, but more to come.
- moved the slime boss
- added a new laser golem boss
- added a new mid-boss
- Did a few sprite art polish
- Switched two songs around for the exterior and interior world themes.
Bosses and enemies
- Slime boss has been redone entirely
- added laser golem boss
- reworked the Destroyer ship as a mid-boss
- added a new enemy type at the entrance of the mine depot
Gameplay
- Enemy forcefields can be destroyed by pushing an enemy or object into them with the player's push blast ability. previously only possible with the ship.
- Falling platforms have been fine
-tweaked to give a bit more time to jump off.
Player
- tweaked player running smoke fx
- player x climbing speed raised from 3 to 4.
- player grenades have a bigger radius and a slight attack power boost
- Shotgun bullet range increased
Audio
- Added 2 new tracks and
Upcoming fixes:
- Fix to an ambient sounds bug where their volume stays at 0 following ambient change.
- Reactivate the "on-world arrival" HUD showing world map player location info and the name of the current area.
- General enemies and weapons balancing, some stuff seems pretty off and needs some more testing/code review/investigation in order to figure out if the stats match my original design/equations.
- Missing so many sounds :( Plus the ambient turning off bug is not helping.
- the player ship laser should not go through force field.
Chapter 3 is still in the works but chapter 2 still needs some more adjustments. I still have to give some love to the laser general boss fight at the end of world 2, some level design corrections and then I will be dedicated to chapter 3.
Thank you for your continued support and Have a great summer!
Mo
[previewyoutube=K4jXHL22V_M;full][/previewyoutube]
Hi all, Sorry for the delay. Here are the Linux and Mac builds. There's been some cleaning up behind the scenes and I hope there won't be any issues with launching the game. Thanks!
Hi all, Sorry for the delay. Here are the Linux and Mac builds. There's been some cleaning up behind the scenes and I hope there won't be any issues with launching the game. Thanks!
Hey all, the update is finally out for PC, New areas to explore! The MAC and Linux are building and will be ready soon. I started working last week and it's been pretty challenging to work full time and keep up the pace on A.N.N.E. I couldn't get everything I wanted in there so e
Hey all,
the update is finally out for PC, New areas to explore!
The MAC and Linux are building and will be ready soon. I started working last week and it's been pretty challenging to work full time and keep up the pace on A.N.N.E. I couldn't get everything I wanted in there so expect small updates in the coming days to correct all the things that are broken, unfinished or unpolished.
Have a good one.
Mo
- Player movement values have been reverted to their original slightly lower movement speeds (very tiny change). The extra tiny speed boost was interesting but didn't improve the platforming's tightness. - Shotgun fire rate has been reduced but the range has been slightly increas
- Player movement values have been reverted to their original slightly lower movement speeds (very tiny change). The extra tiny speed boost was interesting but didn't improve the platforming's tightness.
- Shotgun fire rate has been reduced but the range has been slightly increased a little through bullet speed increase.
- The grenade collectible did not give the grenade weapon.
- player ship weapon A bullet speed has been increased from 120 to 140
- Map scroll speed increased from 4 to 6 (50%)
travel Tunnel 1-2 fixes:
- The large cruiser near the end of the level has seen many interior and exterior changes in order to avoid a few glitches including but not limited to an infinite death loop.- Modified possible landing locations to avoid an infinite death loop glitch.
- Made the level boss higher level with 20% more hp
I will need a general balancing pass later since I made enemies a bit more squishy but decided to add more I will need to raise the ship's required xp to balance things out for the next update.
Thank you guys for taking the time to report the bugs! Keep em coming!
Additional changes: Fixed some bad Menu and hud scaling. the collectible rifle is now visually aligned. changed collision size on the Data Server Ship quest item. PC available, MAC and Linux shortly. Thank you
Additional changes:
Fixed some bad Menu and hud scaling.
the collectible rifle is now visually aligned.
changed collision size on the Data Server Ship quest item.
PC available, MAC and Linux shortly. Thank you
Happy Holidays! I am back from the dead, metaphorically speaking of course. I got back to working on A.N.N.E a few months back and now it's time for a little update! There are still a few improvements to be made but I am very happy with this latest update. My plan at the moment i
Happy Holidays!
I am back from the dead, metaphorically speaking of course. I got back to working on A.N.N.E a few months back and now it's time for a little update! There are still a few improvements to be made but I am very happy with this latest update. My plan at the moment is to slice the game into chapters and release these chapters every few months depending on the time I can spend on it and how much I am chasing my tail trying to fix bugs and issues since I am the only one working on A.N.N.E at the moment with the occasional help of my old friend and programmer David. I am having a blast.
You can see the changelog here : https://discord.com/channels/432976887782834179/1056288904711516254
Letting my creativity loose and working on lots of smaller projects during the past two years have helped me clear my mind. It's easy for me to be objective with A.N.N.E. I am confident I can complete my vision and I am having fun again.
Hope you like the new Artwork :) inspired by old NES box art and retro sci-fi movie posters.
Sorry for those who made it really far in the previous version but we're starting over :). I would recommend to please delete your save game files and start from scratch as too many changes have been made since the last version. This is the last time that this will be required since I want the upcoming updates to continue the adventure where you left off. Enjoy the game until you make it to World 2 and then hopefully I can have another meaty update by the end of the first quarter of 2023 (wow look at that CEO talk). Thank you to everyone who has posted lengthy QOL and bug reports on Steam forums and Discord. I will get to all of those eventually.
Lotsa love, lots of hope, and best wishes for the Holidays everyone.
Mo
PS: at the moment of writing this, LINUX and MAC builds are being uploaded...
Hello, We have been hard at work bringing A.N.N.E online since June of this year. Slowly but surely. As you can see here: www.annewars.com. If we can we will eventually bring A.N.N.E inside A.N.N.E Wars where it will be online coop. however until then we are slowly building it ba
Hello,
We have been hard at work bringing A.N.N.E online since June of this year. Slowly but surely. As you can see here: www.annewars.com.
If we can we will eventually bring A.N.N.E inside A.N.N.E Wars where it will be online coop. however until then we are slowly building it back from the ground up. It will feel like A.N.N.E. But online and free to play. Of course we are preparing some awesome perks/special accounts to those who purchased or backed up A.N.N.E. However these are plans are are not a 100% certain thing as funding for the game is not infinite. however we are hoping to be able to easily maintain and frequently update A.N.N.E Wars in order to warrant occasional visit from you guys.
More updates and news on the website eventually.
Peace
Mo
Greetings everyone, Well I tried to get everything ready for today but there are too many things that just came up along the way that made it hard to succeed. I'm burned, unsatisfied and I need to clear my mind. This is the last update for a while as I am taking a break from this
Greetings everyone,
Well I tried to get everything ready for today but there are too many things that just came up along the way that made it hard to succeed. I'm burned, unsatisfied and I need to clear my mind.
This is the last update for a while as I am taking a break from this never ending ordeal. Besides starting a full time job soon my main focus will be put on my kids and selling my video game collection.
I will eventually get back at it part time, and try to bring closure to this project. Until then there's something there to play but it's unrefined and unfinished. Time will provide me with the answers.
Nick said it would be a good idea to share what i have learned with all of you but honestly I don't really have anything to say at this point. I will take some time off to reflect on the experience and share with you the whole story down the road.
I have to thank everybody that help me so much all this time and especially Nick (@Avejoe) for sticking around even when i couldn't pay him to help me with finding and fixing bugs and the forum. Without him i think I would have come to this point much sooner and there's a big hole in my office wall to remind me of that everyday.
The new update is there on Steam. That's it for me, for now.
I wish you guys the best,
Mo