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878350 Posts in 32917 Topics- by 24330 Members - Latest Member: Mustaklaki

May 21, 2013, 05:17:02 PM
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1  Developer / Finished / Re: Red Rogue on: November 15, 2012, 04:21:15 PM
Are you going to add any achievements or whatever to the Kongregate version? Not sure if newsgrounds has a system like that or not...
2  Developer / Finished / Re: Red Rogue on: October 31, 2012, 03:55:22 PM
I kind of think the number of levels in a zone should be adjustable actually, or maybe something like Binding of Isaac where the game gets longer and harder when you beat it a few times.
3  Developer / Feedback / Re: [XNA] Copy Kitty - giant robots and millions of explosions! (updated May 13) on: September 03, 2012, 11:39:50 AM
Wowsers, saw this game on raocow's channel and what do you know it's by my old friend azure!
4  Developer / Finished / Re: Red Rogue on: August 26, 2012, 01:37:29 PM
And then if you get your minion transformed into a werewolf and go to the overworld a short "ending" will play with red taking the minion home and giving him a leach and a dog bowl, and keeping him as a pet. Happily ever after. <3 Could go along with a lesbian ending if your reach the surface with the minion as a nymph or a human thief Tongue

Hey it's one way to screw up the balrog's plans

Gentle twins. Also it kinda messed up when you learn more about the minion.
Which you can if you go back a couple of pages, or feed it identify.

Are you saying it's somehow less messed up if the minion was just a random undead servant? Be honest. If you were him, would you really mind? Tongue
5  Developer / Finished / Re: Red Rogue on: August 21, 2012, 08:58:57 AM
And then if you get your minion transformed into a werewolf and go to the overworld a short "ending" will play with red taking the minion home and giving him a leach and a dog bowl, and keeping him as a pet. Happily ever after. <3 Could go along with a lesbian ending if your reach the surface with the minion as a nymph or a human thief Tongue

Hey it's one way to screw up the balrog's plans
6  Developer / Finished / Re: Red Rogue on: August 20, 2012, 06:49:37 PM
The minion is not your pet. He is a man who does as he pleases. Were he not a Leeroy Jenkins then his character arc makes no sense. He wouldn't be dead. Use your summon action to marshal him and break his current target lock.

Hehe, how is it you always manage to make him sound adorable? Anyway it's one of those things that AI support characters always have to deal with. My only real beef with he minion's AI is it tends to stay a fixed distance form you regardless of what direction you are moving in, causing one direction to have him trail behind and the other to go ahead.

But you know, I remember watching one of the LPs of this game where the guy would spam the minion summon command to get the minon to follow them, and it makes me wonder if having the minion follow you very closely and ignoring enemies when the summon minion button is held would work better.
7  Developer / Finished / Re: Red Rogue on: August 18, 2012, 03:04:19 PM
I noticed the first one before as well. It's kind of a general problem that nothing can attack strait up on ladders, but one that seems awkward to fix. I am almost in favor of pushing things on top of ladders away if something tries to climb them. Also may fix some annoying situations where enemies camp on top of ladders but eh.
8  Developer / Finished / Re: Red Rogue on: July 24, 2012, 01:01:28 PM
I wonder if the underworld will work good for cross-game storage, since it's more difficult to get to then the overworld, and there is not really much point in going there ATM. Plus, story-wise it would make sense that it's sort of not part of the time bubble the rest of the game is in.
9  Developer / Finished / Re: Red Rogue on: July 24, 2012, 09:17:24 AM
Heh, alters to RNG? I approve! Better then "Marklar" or "Zillyhoo" or some other madee up god name for sure. Tongue So what do you pay the alter with, hearts?
10  Developer / Finished / Re: Red Rogue on: July 17, 2012, 03:06:45 PM
Well the thing about that is, when the Random Number God decides in his infinite wisdom to fuck you, your fucked. That's just how these games tend to work. Luckily RNG tends to be relatively indifferent a lot of the time. Most of the time in roguelikes if you keep on your toes and pay attention to what your doing you only have yourself to blame form putting on that unidentified object or forgetting some important detail. Tongue
11  Developer / Finished / Re: Red Rogue on: July 17, 2012, 11:39:50 AM
I thought the problem here was chasing down enemies wearing teleport armor. Of course if you are stupid enough to wear the damn thing it should be a huge fuck you.
12  Developer / Finished / Re: Red Rogue on: July 17, 2012, 09:51:42 AM
How about something like a vague direction indicator? Like partials that briefly fly off in the direction of the destination... Honestly I am almost wondering if some enemies could leave behind scent marks on things, and some races can smell it...
13  Developer / Finished / Re: Red Rogue on: July 07, 2012, 11:38:30 AM
Sure it fits. Red is the only color in most of the game, it's bloody, and once you get into the story, it's super romantic! <3
14  Developer / Finished / Re: Red Rogue on: June 10, 2012, 01:49:14 PM
The entire content you will encounter in the game is contained within the random seed.

All you have to do is share the number.

Not quite what I was talking about. In nethack every once and a while it pulls a level from saved 'bones' files that includes an exact snapshot of the current level of the dead player, including some of the dead player's inventory and a gravestone for them you can dig up for loot/chance of being attacked by the player's ghost. It's almost a bit like the way Demon's Souls/Dark Souls has players indirectly communicate with one another. Honestly though I guess it's kind of a silly feature.

I am slightly confused.
Why is @ being called Skree?

Sounds like @ has been poly morphed to another creature? If I remember right every creture has their own 'true name' they are called.
15  Developer / Finished / Re: Red Rogue on: June 10, 2012, 10:28:21 AM
Heh, I would have suggested just not have unlocked lore appear on the menu at all. Maybe give a percentage of total unlocks but other then that have no information on even the number of lores. It would also make browsing the menus without full lore faster.

Ohhh, do epitaph files include nethack-sytle randomly loaded level dumps? Tongue That would be kinda fun, especially if it was shared on-server and you could randomly run across other player's ghosts and loot. Tongue
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