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781
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 11, 2012, 09:32:16 AM
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Yes, the Action menu and actions on the sidebar are duplicates. They even share the code for list population. I use the sidebar but I left in the menu because some players might prefer it, though I can't see why. The fact that make camp is available from the tent options was a shortcut in the previous version (to reduce clicking that was needed to make camp) and is not needed anymore since it's available on the sidebar. You could just plan to release it on steam for linux when it's done? That could solve the fragmenting/packaging issue? (ps. I know nothing about linux  ) I don't think that helps. As I understand, the problem is that you have to build on the same distro that you're going to play it on since most distros use different (patched) versions of all sorts of libraries. I dunno, it's confusing to me, since I too know nothing of Linux. I haven't done much these past few evenings but I fixed a couple of issues. This weekend I'm going to work on the world map/overworld. It'll be simiar to sailing and stuff in the game view but on a smaller scale. Small details like the in-game map I think but full-screen. You start at the town and sail about until you come across some land at which point the map is generated and stored so it'll be persistent. If you then wish, you can transition into the standard game mode. During the sail the sidebar will be visible, but instead of the character details, you see the ships. If you have more than one ships then you can switch between them. The only resource information you have access to at that point are water and food, I think. How does that sound? 
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782
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Feedback / DevLogs / Re: Project September
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on: October 11, 2012, 02:13:00 AM
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I like the animation but I'm not so keen on the multitude of resolutions/pixel sizes used. The mouth is just a large rectangle whereas the shading on the head is much more detailed. Either go with one or the other 
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784
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 09, 2012, 09:26:22 AM
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Did someone say Linux? Can I do a apt-install?  or a dpkg -i?  idunno ...  It's just that a member in the SFML forum PM'd me and offered to build it for Linux. But it turned out he has something called ArchLinux so I'm not sure who else can run whatever he builds. The upload should be available soon though. Anyway, I never realized the distros (patched/unpatched) and compatibility is such an issue. So, if anyone feels like Pioneers should run on their Linux distro of choice and there are other people who can enjoy it, PM me and I'll give the source. I'd like have coverage as broad as possible. While I'd appreciate this one-time fling it'd be awesome if you also became the maintainer of that distro. You'd have to click a button once a month maybe  So, yeah, I'm looking for Linux maintainers. I'll pay in kind wishes and positive thoughts towards you and your pets.
edit: I have absolutely no idea who and how can run it, but here goes: Pioneers built on ArchLinux distroBefore you run the game, create the following directory: ~/.pioneers/savegames/
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785
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 09, 2012, 04:49:01 AM
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I'm not sure yet how these items will be represented on the map, if at all. Then again, maybe they should be. You cut down the forest and this log icon hovers above it. Or kill a wolf and meat and fur icons appear until you pick them up. Also, I might have some most excellent news for Linux peeps in the nearest future (any such geek around here?) 
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786
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Community / Townhall / Re: New iOS game: Tunnel Juggler
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on: October 08, 2012, 12:14:58 PM
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Why do you require iOS 6? What features of that could you be using? Also based on the screenshots I would not buy it. I would probably try it out if it was free and ran on iOS 5. Sorry if this is harsh but the competition on the App Store is tough and it just doesn't stand out I'm afraid. At least not as a paid app.
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787
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 08, 2012, 10:35:49 AM
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This weekend I started re-doing the inventory. The old system was a pain to use. First, I dropped the 640x480 resolution which I really liked because it's basically 320x240, the resolution of good old pixel sweetness. But I needed more sidebar space, so it had to go. I also added an equipment panel since characters have two hands and you can choose which hand(s) to equip with what weapon. Wielding two axes is now possible but hitting the target with any real precision is sort of ... not happening ... so you do less damage per weapon, though total damage is higher (but you use more energy). That only applies to melee weapons, you can't dual-wield bows, though it would be awesome. Sorriez.  Then I started making a new inventory window which I won't show right now because it's boring and incomplete. That prompted me to draw all of the items. There are still a few missing (like fur, meat, stone etc.) but the rest of the tools/weapons are drawn. It was pretty difficult with some things. Like trying to visualize tree bark with 3 colors inside 16x16 square. Or dried meat. Or tobacco leaves. See if you can find them. I also need to draw the actual armor pieces, for now they are just a basic shield icon with some number in the corner for identification.  Once get the inventory window sort of working I can continue with other features. Persistent maps and world map is high on my list right now. I got a few ideas. All the generated maps will most likely be serialized into separate files and zipped up with the save file so it's still just one item on disk. I think it'll be great  That plus some natives going about would be enough additions for the next build I think.
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789
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Feedback / DevLogs / Re: TIGSource Devlog Visual Map!
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on: October 06, 2012, 12:10:45 AM
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Woot! New Devmag! I like the arrows you've added, they really smooth out the whole thing. Also, a great selection of games you've got there. Excellent job, Dom2D. 
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790
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Feedback / DevLogs / Re: Some DF-looking Minecrafty Thing
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on: October 03, 2012, 11:50:00 PM
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I... I love you, Bleak.
Bleak and Madk sitting at a computer, P-L-A-Y-I-N-G In all seriousness, this is awesome. The map generator seems to be producing some really nice results. Are those dark green areas higher ground or how high are the hills?
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791
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 03, 2012, 11:33:51 AM
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It's not just nostalgia though, I for one am too young for that.
I think you just have good pixel aesthetics, which is all about combining minimalism (both in resolution and palette) with maximum expressiveness.
Thank you, I'm doing my best and I'm glad that it shows. Regarding graphics, I feel I've developed so much while making this game and I'm excited to see what I'll be able to produce in the end. Surely some things need re-doing at that point. I'm just constantly amazed how you can make so detailed and great-looking game with just 4 colours. I'm flattered but there's so much better stuff out there. I'm just a tinkerer. Today I went on the Intertubes and found this, a short news item at PCGamer magazine website. I can't believe it. This is awesome!  
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792
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: October 02, 2012, 09:54:08 AM
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I really like it and if I may say so, it looks a little like what I'm working on. But the trouble with choosing colors is exactly why I prefer a limited set of colors. Quarry, definitely the first one. The other one looks unfinished. It is decided. Jackwhat, what is that? Some sort of Matrix-like world (the cyan lines and all)? It's awesome!
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793
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Feedback / DevLogs / Re: Screenshot Saturday
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on: October 02, 2012, 02:28:33 AM
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It bothers me too but I didn't want to say anything because I'm a nice guy, plus you know, the more screenshots the merrier. That said, Screenshot Saturdays should be and stay sacred, days when you're only allowed to walk barefeet and listen to REM.
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794
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Developer / Technical / Re: Pascal
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on: October 01, 2012, 09:58:05 AM
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Well, Pascal is far better than Python which they use to teach programming in my university. Might as well learn Chinese in Hebrew.
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795
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 01, 2012, 09:15:02 AM
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Paint Shop Pro. I like MS Paint and I would've used it but I was on Windows XP for a long time and it didn't support alpha channel. The tool is not important. Whatever gets the job done.
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796
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: October 01, 2012, 03:31:54 AM
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Today I came across this. Pretty sweet little coverage of the game with some nice comments. All in German but Chrome's ability to translate whole pages saves the day. People seem to like the graphical style which makes me happy because it's a gamble - you either like it or you don't. Beautiful hi-res artwork would probably make it more accessible to more people but it's not something I'm able to produce myself, so it would lose some of its charm I think. Plus, nostalgia is a powerful feeling, creates a more personal connection. So, big thanks to the user DerMitdemTee on there for the mention. I really appreciate it! 
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797
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Feedback / DevLogs / Re: Rogue's Souls (new build Sep 24)
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on: September 30, 2012, 09:30:52 AM
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When did you download it? The 0.71 rar I uploaded on September 24th didn't have the graphics folder in it for some reason. I fixed that several days later. The link has remained the same. The old folder was created on the 27-th. I know it was working because I played it. It's just that it doesn't anymore. I can zip it up for you and maybe you can try it out yourself? I don't think I've deleted any files because, you know, why would I do that  The two folders have identical sizes also. You do. It's displayed in the message window ("The Rat pierces you for 5 points of damage" etc.) Right, sorry. My bad. Readying a weapon (shields are treated as weapons ) means you can switch between it and your equipped weapon without wasting a turn. You can ready a weapon using q and switch between your readied weapons using x. Thanks for the clarification.
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798
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Feedback / DevLogs / Re: Rogue's Souls (new build Sep 24)
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on: September 30, 2012, 06:57:56 AM
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ERROR in action number 1 of Draw Event for object o_monster:
Trying to draw non-existing sprite.
Start Game > Choose a class > that error Hmmm, when I first downloaded it a few days ago, it worked. Now it crashes every time it starts to generate the world. I'll unpack it again, just in case. Okay, seems to be working. How odd. Anyway, played it a little. Died a lot. Not really an avid player of rougelikes so I pretty much suck at these. Got to floor 5 I think. Here are some thoughts and questions: * I got cornered by two rats I think and attacking neither of them did anything. I don't know, maybe I was low on stamina or what. * I'd love to see how much damage my attacks do. Also see how much damage I take with each attack. * What does 'readied' mean in context of shields and weapons? I thought I'd equip the shield and be done with it. * Even the simplest of sounds would help bring this world more alive. If you want some music maybe I could help you. * A lot of keys to remember. Also, a nice way to close the game window would be great * Door placement is a bit strange at times. In fact, the level generator creates a lot of areas that serve no purpose. I think it'd be great if the levels were more packed but larger in whole so they took longer to finish. * Do turns mean anything and why does each move I make take 3 turns? If I'm against a wall and move away it takes 2 turns, other times it takes 3. * The font is rendered very fuzzy. * Using a bow against an enemy that's right next to you should probably do far less damage. * I like the tile-set. It feels pretty solid, especially in full-screen. All in all, I like it. Even though I die a lot it's pretty fun. Oh, here's another error. I just reached floor 3. ___________________________________________ ERROR in action number 1 of Keyboard Event for <any key> Key for object o_player:
In script player_controls: In script player_move: In script take_turn: In script monster_advance_clock: In script character_has_attrib: Error in code at line 8: for (i=0;i<ds_list_size(inst.attribs);i+=1) ^ at position 31: Unknown variable attribs
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799
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Feedback / DevLogs / Re: Pioneers (New build: Sep 23)
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on: September 28, 2012, 06:17:30 AM
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Today was a bit less hectic at work so I got a chance to work on my own stuff. Made a website for the game. It's here.It turned out okay I think. It's very simple but contains everything useful at this point. Eventually it'll probably get its own domain. Haven't tested this on any version of Internet Explorer ... so  Safari, Firefox and Chrome seem fine.
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800
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: September 26, 2012, 11:52:08 AM
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Aww, yeah! These trees and in fact the whole image is really cool. So very strange but cool. I was a bit bored and wanted to do something else other than work my game. After literally coding for 10 minutes I put together a simple castle made of cubes, took a screenshots, added some quick shading, slapped on a Doom weapon and there it is. If I wasn't working on anything I would make this: a silly first-person-shooter adventure game with lots of spoofs and random stuff happening. I present to you Ballistic Banjo BlareBanjo could also be replaced by a washboard or a blow bottle. Or a heavy concert piano. Or some chicken. 
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