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361
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Feedback / Finished / Re: BLOCPK: REDUEX!
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on: July 25, 2013, 02:40:50 AM
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362
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Feedback / DevLogs / Re: moonman
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on: July 25, 2013, 01:03:01 AM
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The moonman trading card game is going to be released at the same time as the moonman sunday morning cartoon, for cross-marketing purposes.
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363
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Feedback / DevLogs / Re: [Flame Badge]
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on: July 24, 2013, 11:40:28 PM
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Playing Chilvary has given me the idea to do a Defend the Royal Family mode. Could be cool?
EDIT: aaand we've come all the way back around to chess.
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364
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Feedback / DevLogs / Re: moonman
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on: July 24, 2013, 10:42:29 PM
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Let us know how the co-working space thing works, I've been looking at something similar.
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365
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Feedback / DevLogs / Re: [Flame Badge]
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on: July 24, 2013, 10:21:48 PM
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Getting pretty close to a playable build, still a few rules left to implement. For now, some more info on the rules: Types of Actions- Regular actions: active actions that do stuff other than damage.
- Attack actions: active actions that target enemies and do damage.
- ☆Counter actions: responses to attacks that mitigate damage.
- ☇Trigger actions: actions that activate when an enemy steps on a designated tile.
- ☠Death actions: actions that activate when the unit dies.
Attacks and CountersMost units will only have one counter, and they activate automatically in response to incoming damage. If a unit has two counters, the most expensive one will activate first. Most attacks have some movement to them, for example the most basic one (appropriately named Attack) will push back its target if there isn't anything behind it. Like this:      ...      If there is something behind the target, the attack will still go through sans displacement, but there can be implications for whatever counter the target uses. For example, in this situation:      The counter Block will still succeed in mitigating damage, but the counter Dodge will fail. In-game, Dodge is shown by the target backstepping a moment before the attack would connect, but technically the attack is still responsible for the backwards movement.
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367
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Developer / Technical / Re: Fight Thread Pollution - Technical Edition
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on: July 24, 2013, 08:17:09 PM
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It's a good thing you gave the moderators permission to moderate so their hands aren't tied  Good idea for a thread though. @s_l_m I am pretty sure there is a Project Euler problem related to triangle numbers, you could probably see what people have cooked up for that. EDIT: Yup, it's problem #12.
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375
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Feedback / DevLogs / Re: lifeless: ECHRO
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on: July 23, 2013, 10:55:30 PM
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tigs is a nuclear reactor.
http://www.youtube.com/watch?v=J0yOLKeCgwEThe click-to-move/attack mechanic is interesting but it seems like the only meaningful choice to make is where to engage groups of enemies. 1-on-1 it just devolves into a punching game, which is how a lot of roguelikes do it I guess. Might be cool if hitting an enemy hard enough interrupted its cooldown, or if facing an enemy with your arrow thing improved your defence, etc, there's a lot of ways you can spice it up mechanically. Visuals are cool, although I'm not a huge fan of the scaled-up enemies. Music is good, but when I got a gameover it started playing over itself. It is very hard to get through doorways. It's usually better to have hitboxes around the feet in games of this perspective.
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