Free to play on Windows, Linux and Mac
Latest Release: Version 0.050 (06/06/2014)
-New character class abilities
-Demolitions TNT + Detonator
-Engineer now has resources and cooldown for building objects
-Changed weapons lists for each class
-New weapons added
-Fixed flags sliding away from base
-Health can now go above maximum when healed
-Added Penetrating bullet ability
-Fixed particles sometimes exploding in centre of the map
-Added Custom server heap size config file
-Bot profiles are serialized and sent on client join rather than each time a new bot is created.
-Added Pro Mod
-Added gamemode icons: Conquest, HQ Defense, HTF, Point Match, Rambo
-Added Zombies game mode
-Added customisable settings to the battle menu: Map length, all polygons destructible, bot difficulty, etc.
Currently we’re redoing a lot of the game mechanics and art so we’re not sure exactly when the next release will come out. Please join the forums to stay up to date!
-Ingame map editor
Old releases:(full changelog)
Version 0.040 (21/04/2014)
-Switched to KAG API for Lobby System
-Fixed bones not being able to be shot off in dedicated server
-Bots now have weapons classes and can choose different weapons
-Added flag capture sound
-Added defaults INI files for bullets, particles, maps, emitters, bullet trails, verlets
-Huge server lag fixes
-Fixed ninja rope not getting destroyed
-New ninja rope physics
-Improved player, pickup and flag network sync
-Dismembered biped restoration on medikit pickup
-Pogo stick uses mouse instead of arrow keys
-Customisable Game Modes
-Can now press exit button while login window visible (so don’t have to close login popup first)
-Fixed flag capture sync on join
-Invulnerable spawn flicker for 2s to decrease spawn kills
-End of game now shows winning team/player in scoreboard
-INF gamemode added
-Rambo match gamemode added
-TM, PM, HTF gamemodes added
Version 0.030 (9/3/2014)
-Added reverse stereo setting in sound menu
-Added body hit sound
-added hotkeys for character and weapon selection
-Fixed high CPU update server
-Fixed mac line endings in run scripts
-Fixed keys not working on non-US keyboard layout
-Fixed escape not working in the menu
-Fixed secondary menu arrow pointing at wrong text
-Disabled broken tab button when entering text
-added hotkeys for character and weapon selection
-fixed changing controls for chat,team chat and command
-fixed adding player velocity to bullets not working
-fix overhead chat and visual taunts getting scaled with mouse zoom
-Improved sound dropoff
—sound centre is centre of screen rather than centre of player
—better near / far distance settings
—fixed sound x/y position only being -1, 1 or 0
-Fixed headless players and appearance problems on linux dedicated server
-Fixed possible crash when no profile appearance exists for a biped layer
-Fixed law crouch fire not working
-Fixed physics on engineer, demolitions, ninja so they don’t walk really slow
-Fixed crash when pogo stick hits the ground
-Fixed demolitions bombs sticking to player
-increased demolition bomb push
-fixed bullets that are stuck on ground bouncing off players on collision
-Decreased vote timeout from 60 to 30 seconds
-fixed login popup disappearing if cancel is clicked on download new version (multiple popup window support)
-decreased chance of pogo stick bugging
-added global weapon config file with most weapon settings
-fixed missing map image in lobby
-fixed lobby server name text being cut off
-lobby server name is now max 35 chars
-redesigned lobby menu server layout, more compact, multiple columns
-fixed bullets not loading lowercase images
-fixed crash when GL_ARB_shader_objects are not supported
-Fixed crash when GL_EXT_framebuffer_object is not supported (by old intel cards)
-New HTTP Update System
Version 0.020 (23/02/2014)
THD Private Alpha Release
-New auto-update system
-New movement physics
-Added dynamic bot pathfinding using A*, paths recalculated on changes to terrain
-New bot scripts (soldat class only)
-New Ingame Menus
-Added Loading screens
-New character classes: Engineer, Ninja, Demolitions
-New Character class appearances
-New biped layer system
-New maps: chilly mines, ctf chuckchuck, ctf dump, ctf geod, daybreak, dm broken, plato, dm shaft, dome, imbra, inf volcano, kimo, kras, solid, tribun
-Ability to lose bones (arms/legs)
-Ability to drop weapons
-Dead hanging joints on players
-each bone has different damage multipliers
-New verlet physics
-New polygon destructible setting
-Fixed scenery / texture scaling in maps
-Verlet bullet clips
-Many commands and scripting additions
-Major physics improvements
—–Box2D removed, all verlet physics
—–feels much more like soldat
—–weapon no longer fails to shoot if nozzle is in a polygon
—–mostly fixed sliding off slopes
—–black hole weapon no longer freezes game
-Large Destructible terrain bug fixed
—–gamemode sent to client
—–flags, pickups synced
—–random seed for weapons networked
—–character class networking
—–profile appearance networking
—–menus for changing controls, profile appearance, sound volume, etc.-improved particle and bullet emitters
-screen resolution checks
-no advantage on different sized screens / widescreen
-Anti-freeze thread that quits game if frozen.
-complete set of weapon / bullet sounds
-Added all soldat weapons (Special thanks to AL)
-New original weapons (Special thanks to AL)
-New weapon images (Special thanks to Oatch)
-Partially fixed sliding off slopes
-Scrollbar on weapons menu
-Taunts (text and emoticons)
-Many networking fixes
-Better looking main menu
-pickups (bonuses and weapons)
-throwing weapons (eg. knife), dropping weapons
-Many new bullet,weapon,emitter settings
-Bullet trails improved
-New bullet physics
-Fixed client crash on quick succession of change maps
-Ragdolls now pushed by bullets
-fixed /adminlog command
-commands now work over network from client
-coloured messages sent from server to client
-different image set for ragdolls
-interpolation between alive & dead image set depending on health
-Fixed belt weapon (grenade) networking
Come with us if you want to play!
Right now Storm2D is in the alpha stage and most of the assets are placeholders (A large portion of these coming from Soldat). We are looking for a dedicated artist to help us transform this game from a Soldat clone into something great. A lot of work has already been put into this game which means most of your assets will be able to be added to the game with little delay.
-You should be passionate about 2d side-scrolling shooting games.
-You need to be able to work fast but at a decent quality.
-You must be available to work full or near-full time weeks.
-You must be a person who can work well from home.
-You will be expected to showcase your work.
-You will need to actively participate in the community
-You need to be able to search and think of things that need improvement.
-We need to collaborate, which means chatting every day.
Once the core of the game is complete we can start working on some of the originally planned features such as:
HOW TO APPLY?
A quick introduction
For quite some time we’ve been receiving some… subtle voices of discontent from the community, regarding Michal’s/THD’s involvement with different projects:
Many of you assume that King Arthur’s Gold and other games (look up) suffer because Michal and Geti are supposedly spread thin, working on a million things at once these days. I’ve decided to clear some things up in this short post.
Transhuman Design in 2014
MM acts as the all-seeing eye overlooking all the projects. He also helps with the existing titles and experiments with new ideas for more awesome games (Trench Run for example).
King Arthur’s Gold
Soldat and Storm2D
Of course Soldat wasn’t made in a day, and it will take some time before Storm2D reaches that state of coolness. But hey, it’s just how game development works.
Also, each of these teams does their own thing without hindering the work of others.
So… I hope I’ve cleared up a couple of things a bit. I didn’t want to make this post too long, so detailed team descriptions and project updates will come later. Check out our website, like us on Facebook and follow us on Twitter if you’d like to stay in touch!
See you around,
Over the last few weeks we’ve been working on designing a new theme and look for Storm2D so that it will no longer look like a Soldat clone. We’re redoing all the maps, scenery and textures with a new look that is unique. It’s more abstract and in a painterly style rather than being pixel art focused.
In order to give the maps the look we’re aiming for, I’ve been designing a new map editor (rather than using polyworks) with the following intended features:
Development of Storm2D, a game inspired by Soldat
Animated gifs from the Storm2D release trailer
Storm2D Public Alpha released! download it for free from http://storm2d.net
Screenshots from the Storm2D 0.050 release trailer
Storm2D Alpha 0.050 Official Trailer:
Storm2D alpha 0.050 released. Check out the trailer video!
Zombie gamemode added! Storm2D 0.050 Alpha coming soon.
Some awesome Storm2D maps made by VirtualTT
Storm - penetrating rambo bow
Hi, I’m Roland, the programmer for Storm2D. I’ve been working on re-doing the auto update system for the last few weeks and now it’s working well. Although we’ll have to switch to http in the future. We’ve had a private release that went well, no crashes on the server at least. I’ve got enough bugs to fix to keep me going for a long time but we’re starting to get there. If you haven’t already, join our forums at http://forum.storm2d.net
Hi there, I’m Marc Castellanos aka Skykanden and I’m the artist for Storm2d
Development of Storm2D, a game inspired by Soldat
New blog! please follow us for new updates on Storm.
Added some improvements to biped rendering: Now joints are rendered underneath each bone to get rid of the unappealing gaps!
Another image from Storm2D Alpha 0.010 Release
Image from Storm2D Alpha 0.010 Release
Storm2D Alpha 0.010 released!
Highlights from Storm2D alpha 0.006 development build
Storm Alpha 0.006 preview video
Shooting off body parts
Storm Alpha 0.005 released!