Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

879770 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 10:46:51 PM
  Show Posts
Pages: 1 2 3 [4] 5 6 ... 129
46  Developer / Art / Re: Art on: April 03, 2013, 01:29:20 PM


Fuckin' love this. Very strong narrative and lots of character!




Nice sketches Elliot! I like this one in particular.
47  Developer / Art / Re: GIF's of games being worked on on: April 03, 2013, 09:12:50 AM
I really like that idle animation. A lot more interesting then the typical up and down one you usually see.
48  Developer / DevLogs / Re: some game on: April 02, 2013, 08:14:48 PM
Cool things in this videogame!
49  Developer / DevLogs / Re: Videogame Like Rogue on: April 02, 2013, 04:53:45 PM
DEVLOG 5
- Added cellmata pools to level generation.
- Added level map buffer for level generation.
- Added outline draw function.
- Made a bunch of test enemy sprites.





50  Developer / Feedback / Re: pee simultor on: April 01, 2013, 06:22:57 PM
 Hand Thumbs Up Left
51  Developer / Feedback / Re: SAKE EXPRESS 2 on: April 01, 2013, 06:16:38 PM
Looks really cool though. I enjoyed get punched a lot. Keep up the good work my son.
52  Developer / Feedback / Re: SAKE EXPRESS 2 THE SECOND GAME RELEASED TODAY FROM THE BRILLIANT MIND OF MOOOSH on: April 01, 2013, 06:14:55 PM
game of the year 2009

I actually lolled.
53  Developer / DevLogs / Re: Downwards on: April 01, 2013, 05:49:25 PM
Just saw this in the screenshot thread. Looks awesome! I'm think a lot about roguelikes these days so I'll be watching it closely Smiley
54  Developer / DevLogs / Re: Videogame Like Rogue on: April 01, 2013, 05:47:01 PM
@Jared
Yeah, right now I'm using the Manhattan method for scoring since that's the easiest to start with. I'm still considering whether or not to allow direct horizontal diagonal movement for the player. Stone Soup allows it, whereas Brogue does not. It has some implications regarding level generation, so I'm gonna think about it for a while. I think I'm leaning towards not allowing it though. Either way, it's not a huge deal.

Edit: I mean, direct diagonal movement... obviously you can move horizontally and vertically.
55  Developer / Finished / Re: Spunk and Moxie on: April 01, 2013, 01:17:35 PM
Nice! I'm gonna grab it.
56  Developer / DevLogs / Re: Videogame Like Rogue on: April 01, 2013, 08:31:04 AM
@C.A. Sinclair
Yeah, that's true. The version I was using before was 8.1, and the error messages were alright but now it just says Execution Error for everything pretty much... Although it does spit out all the stack information so that's handy.

It was indeed helpful. I haven't tried doing a "pathbuild" type generation yet but I'm going to try that next. I've been reading up on Brogue's method, and it seems to be a mix between your method and this one on Rogue basin, with cellmata for the water/chasms/lava.

I also really like the way you do knockback. I find a lot of roguelikes the combat is quite static - knockbacks seems like a really good way to create space for escape and just make things more dynamic.

I also wanted to ask, are you using A* as well?
57  Developer / DevLogs / Re: Videogame Like Rogue on: April 01, 2013, 07:39:44 AM
DEVLOG 4
- Pathfinding: Success.
- Field of View: Success.
- Got aesthetic fog of war implemented.
- Started working on turn structure.
- Added smooth camera movement.
- Uploaded version 0.0.1.0.





To be honest I'm quite proud of myself! I always imagined A* being something for advanced programmers, so it feels good to be able to grasp it. I don't think it's as complicated as I first thought, though.  But it still feels like a milestone in my personal development as a programmer. I just need to implement diagonals now...

Also, interestingly, I was talking to my dad about this project and it turns out he was an avid player of the original Rogue back in the day. I guess roguelikes are in my blood!

Another annoying thing about the new GML updates is that the error messages have become almost as bad as C++. I spent a couple hours trying to fix a big that turned out to be because I wrote ">" instead of ">=". But that's just programming I guess!
58  Developer / DevLogs / Re: Videogame Like Rogue on: March 31, 2013, 08:20:43 AM
DEVLOG 3
- Added some placeholder tiles.
- Tweaked and rounded out some of the existing functions.
- Started planning out a "game_profile" object that holds information about how many levels in a game and chance percentages to spawn certain things on each level.
- Started experimenting with A*. It's... getting there.



@caiys
Ah, yeah. That makes sense.

@Jared
Thanks! I use Camtasia Studio since it's really easy to export a screen recording as a gif. It does produce those horizontal line artifacts though.
59  Developer / DevLogs / Re: Videogame Like Rogue on: March 30, 2013, 12:53:31 PM
@Greg
Hey, thanks! I practice a lot Smiley

@Ryan
Thanks Smiley  Yeah, I usually get redirected there from google searches and it never has anything pertinent to say. I wouldn't say there's been a huge overhaul, but a good chunk of functions have changed names and behaviour slightly, like:

Code:
sleep(milliseconds);
to
action_sleep(?, ?);

They've also removed some functions which I used to use a lot, like variable_local_exists(), variable_global_exists(), and execute_string() (which I'm guessing has to do with them removing the JIT compiler for exporting to mobile platforms and such). So I mostly just want to avoid having to figure everything out from trial and error which is a huge time sink.

By the way, really nice website! It's been upgraded since I last saw it.
60  Developer / DevLogs / Re: Videogame Like Rogue on: March 30, 2013, 03:57:23 AM
DEVLOG 2
- Got a placeholder character hopping around to mouse clicks.
- Added a thickness paramater to line drawing function.
- Started experimenting with a subdivision based algorithm. Game Maker doesn't have BSP trees so I just made a usable facsimile, ie. a string of GM objects that hold the ids of its parent, twin, and two children. Current version is naive in terms of making sure all rooms are accessible, so I just need to make a couple of smart corridor placement functions and it should be good.
- Got smart corridor placement working.
- Started experimenting with cellular automata based algorithm.
- Added a hacky floodfill algorithm based on a queue/stuck data structure, due to stack overflow problems.
- Figured out how to ensure 100% connectedness in cellular automata based dungeons, using floodfill.
- Added border and replacement draw functions.
- Figured out how to do smart door placement.
- Started experimenting with walkmonster based algorithm.
- Uploaded version 0.0.0.9.



AB
CD

A: Subdivision method
B: Cellular Automata method
C: Walkmonster method
D: Walkmonster method

@C.A. Sinclair
Awesome, thank you! I hadn't even considered doing a "path-walk" type of algorithm. I'm definitely going to give something like that a shot. The main thing I'm not sure how to approach right now is door placement... so I might want to ask you more about that later. Also, the idea of point totals for enemy placement is really good. I also definitely want to include some key/door or similar minipuzzles - Brogue does the same thing and it really adds a lot to the game. Lot's of good stuff in there for me to think about. Thanks again!



Does anyone know if there is a complete documentation for the Game Maker Studio version of GML?
Pages: 1 2 3 [4] 5 6 ... 129
Theme orange-lt created by panic