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Dungeonmans MonoGame Beta -- Wanna Help?

[h2]Dungeonmans is moving to MonoGame![/h2][p]XNA is magic, and I have deep gratitude for the two operations (FNA and MonoGame) who work towards keeping the magic alive, years and years after Microsoft closed the book on their API. After a lot of fiddling, researching, multiple attempts -- it looks like I probably have a MG build of dmans working. [/p][p]Wanna help test it out?
[/p][p]The beta is cleverly titled "mg_beta", which you will be able to see once you enter the password "stremfstremf". I was told that passwords must be at least 12 characters. [/p][p][/p][p][/p][p][/p][p]Your saves should load as normal, things should feel the same, ideally you won't even notice a difference. But if you do, please let me know![/p][p][/p][p]The discord is the very best place to offer your help, but I will be checking this post thread as well. Thanks in advance![/p][p][/p][h2]Why?[/h2][p][/p][p]Could I explain it any better than this video? [/p][p][/p][p]In order for the dmans modding stuff to properly compile people's .cs code, I needed some more memory, and .net was being picky about how much I was asking for -- your machine could have 256gb of ram, .net still wants to put a hat on it at around 1.5gb. And so much of what was chewing up memory for this simple 2D game was music. I wanted to change to use smaller files than my .wavs, but XACT wasn't gonna let me load .oggs or whatever, so I started looking into different XNA evolutions...[/p][p]... and in the end I'm still using .wav files, but streaming them in via NAudio, which does save a ton of space, and hey also now my game is running on an actively maintained API. [/p][p]
"Port it to the Switch (2)!" aww you're very kind, thank you.[/p][p]
[/p][p][/p]

Dungeonmans Modding Update

I wanted to post an update on the state of the Dungeonmans mod tools, since there's been a little confusion, which is mostly my fault.

For years the only modding was via heroskins or editing game .txt files. The heroskin stuff remains unchanged. The .txt file editing was always sketchy, since new builds pushed via Steam would override them.

Now, you can add your own new content in a separate mod folder, which won't be stompled by Steam updates. You can also add other people's mods in the mod folder as well.

[h2]Example Mod[/h2]
https://github.com/jim-adventureprogames/dmans-tutorial-mod

That's a rich example package which will give you lots of things to play with if modding games is your bag.

[h2]Wiki and Instructions[/h2]
https://dungeonmans.fandom.com/wiki/Mod_Packages

Always a work in progress, this wiki is growing through my efforts and others', and has instructions on how to add your creativity to the game.

Want to add a whole new set of powers and masteries? You can do this!



[h2]Steam Workshop?[/h2]
Status: probably. It's something I'll build into once I get a groundswell of support from modders. Until then, it's tough to justify the effort.

[h2]Can I Mod In A...?[/h2]
Also probably! And if not, talk to me and maybe I can help make it happen. I have already worked directly with multiple people who are working on mods to help craft the feature set into what it needs to be. You could be one of those people!

[h2]Thousand Review Milestone![/h2]
Thanks again to all of you who continue to enjoy the game, we're closing in on 1000 reviews, which is a pretty great thing imo. If you're having fun crushing monsters, feel free to say so in a review.

Thanks for great holiday season! What's next?

Thank you, thank you, thank you for making December 2024 one of the most joy filled Dungeonmonths in memory. The 10th Mansiversary Celebration was a delight to hold, and I really appreciated those of you who engaged with the new Crushmas holiday content. Let's take a look:

[h2]"What Does Crushmas Mean To You?"[/h2]

If you managed to defeat... well, perhaps endure the Grympiff, the game asked you a question. The answers I received are all here:

http://www.dungeonmans.com/crushmas

Some are certainly more involved than others, but I appreciate each and every one of them. What an absolute delight.

[h2]The Future of Dungeonmans, Year 11 and Beyond[/h2]

This is where the post goes into some long winded windup thanking the users for everything and explaining how all suns must set, all good things, in the nights dreams delight, flights of angels sing to thee, fight the break of dawn, and etc etc etc blech

naw, not here. Let's be real, I probably shoulda stopped messing with this game a while ago, but I cannot. So there will absolutely be more Dungeonmans content down the road. But, it may be a little bit.

For one thing, I've got to pick back up with work on Eye of the Commando:
https://store.steampowered.com/app/3016480/Eye_of_the_Commando/

There's a lot left to do to get EotC out of Early Access, and I'll be spending the largest share of my dev time on that project for the next few months at least. Give the game a looksee if you haven't already, maybe it's for you? Maybe it's for your friend?

As for dmans, well
  • The Outdoorsmans is being monitored and I'll be improving it over time.
  • Specifically, more boomerangs!
  • Surely the very last bug in Dungeonmans will be fixed any day now.
  • I have another holiday event in mind, and you haven't seen the last of the Grympiff.
  • oh and last but not least at all

[h2]Modding Dungeonmans[/h2]
I've been working a bunch on this and would love to see some mods happen! I'm slowly documenting things, working on the public wiki some nice stranger made a while ago, and hoping that all of this is worthwhile.

Is it you, dear reader? Are you someone who wants to mod Dungeonmans and is willing to deal with some early (you know, for a 10 year old baby game) crust in the mod system? If so, please drop by the Discord and let me know. If you aren't a Discord user but are interested in modding the game, post a comment here telling me as such and I'll work with you.

You don't need to tell me if you want to mod the game, but if you do you'll get a little bit of support and can help make the tools better for everyone involved.

[h2]Parting Thoughts[/h2]
I'll be a little quieter here on Steam after the Mansiversary, but not gone. I'm on Discord every day, I live there, it's nice. But you can also catch Adventurepro Games development on Bluesky:

https://bsky.app/profile/madjackmcmad.bsky.social

Oh, and, if you are one of those people who's always saying things like "Madjack let me throw more money at you, my money throwing arm is itchy and I already bought all your other games!" do I have the link for you:

Dungeonmans Crap on Sticker Mule

If you wanna buy some Proof of Stremf stickers, Triger pins, or other bits and pieces of Dungeonmans game and stream crapola, please do so! Every little bit helps, this indie racket is tough if you aren't getting front page reviews on PC Gamer ;)

Thanks everyone! It is my great hope that 2025 balls out for all of you in the most riotous fashion.

1.2d2 Happy New Year and Bugfixes

* Once again, multiple item turnins at the Academy have been fixed.
* Starshards should work again for recipes and the starshard orb.
* Boomerangs should show up in Mysterious Objects from History, and the Blacksmithing Blueprints menu respects them now too.
* You can use a Boomerang in your offhand with Battlemage. Your ranged weapon is still the staff in your main hand, so you'll cast Bolt of Foom with it, but you can also use Boomerang abilities. OP? Probably not. We'll see!
* I'm back from holiday vacation times, please continue reporting bugs in the Discord ːstremfː

1.2.d1: The Spirit of Crushmas!

Merry Crushmas!

For the last big event of the 10th Mansiversary, Crushmas has become a full season, from 22 December to 31 December. No longer will you miss out on the holiday because real life demanded you sit between arguing relatives eating turkey for hours.

Those of you who are Coal-Cursed... keep adventuring ːstremfː