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880127 Posts in 33021 Topics- by 24388 Members - Latest Member: zackaria85

May 25, 2013, 07:36:54 PM
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1  Developer / Technical / Re: Melee attack game maker on: May 20, 2013, 05:58:40 AM
Or you could make melee attacks projectiles (engine-vice) that disappear really fast.
2  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: March 10, 2013, 12:09:17 PM
 Hand Thumbs Up Right
That shoulb be a game
3  Developer / DevLogs / Re: TIGS Coop. Game Dev, Now 50% More Roguelike-ish! on: March 06, 2013, 11:06:48 AM
I agree that the "sub game" of identifying things goes away the longer you play, but that's not always a bad thing.  The player could have grown out of that identification stage of the game, and can now reduce cognitive load of identifying things to focus on higher minded stuff like combining spell and item effects, etc.

Randomized items per dungeon is an interesting idea, I'm in no way against it.  However, it introduces a few problems that would have to be worked out:  If you take some healing potions out of one dungeon and into another dungeon, do they still heal?  If they do, but newly acquired potions have a different effect, then you might wind up with two 'red flower' items in your inventory that both do different things.  Alternatively, the items in your existing inventory could be changed into the newly randomized types of items, but then what's the point of identifying items since your inventory becomes your "rosetta stone": I had 16 green potions that healed me, and 3 blue poisons, now I have 16 black salves, and 3 red flasks...  You could prevent the player from taking items with them in / out of dungeons but that doesn't seem like the thing to do if you're looking for "sane" possibilities (that won't drive players crazy).

I think all that is solvable quite easily. Items such as potions have description AND origin. When a player gets a new item, he knows it's origin, right? This was from that dungeon and that was from the temple. It makes even more sense with multiple different settings. Why wouldn't the player character be able to differentiate a bottle from not-too-distant future from another bottle from magical past. This way items took from earlier dungeons can be taken to others, with no effect on the identification subgame.
4  Developer / DevLogs / Re: TIGS Coop. Game Dev, Now 50% More Roguelike-ish! on: March 06, 2013, 07:26:28 AM
The point is to identify potion type, not just a single item, if the potion was a healing potion, you now know all potions of that type. The problem of the identification relates to game lenght, if the game is quite long, eventually all types are identified and that "sub game" disappears. Only sane possibility i see, is that identifications are randomed for each dungeon, not the whole game.

Roguelike radio episode 30 is all about identification systems and might be worth checking out.

Let players use potions in multiple ways, like in nethack, where you can throw potions. That potion of acid could be quite useful. Also this would allow safer identification by throwing unknown potions on enemies and then observe the effects. Risk is buffing a monster, but that's definitely better than risking insta-death.
5  Developer / Design / Re: mixing skyrim like with minecraft like (thought experiment) on: February 16, 2013, 11:05:18 PM
Why would the player be able to build for example a larger house alone in a reasonable time?
6  Developer / Technical / Re: 2D Dynamic Camera: How would I do this? on: February 08, 2013, 05:24:47 AM


view_xview = mean(obj_player.x, obj_player2.x)
             + (view_wview/2);
view_yview = mean(obj_player.y, obj_player2.y)
             + (view_hview/2);

Hilighted the mistake
7  Player / Games / Re: DotA 2 Thread on: January 24, 2013, 10:24:15 PM
Mine was 1033(silver) at 33% I've got a little less than 100 matches played with ~49.5% winratio.

8  Player / Games / Re: DotA 2 Thread on: January 13, 2013, 05:36:47 AM
Yesterday I had a fun game wih KotL and my friend played Razor, and we laned against Clinkz and Bounty Hunter, it was fun 'cause we raped them so hard. So easy kills, with infinite Illuminate + Plasma Field combos. Dum opponents are dum
9  Player / Games / Re: DotA 2 Thread on: January 06, 2013, 09:51:25 PM
Quote from: Nillo link=topic=20884.msg836019#msg836019

(Also, Juggernaut can attack while he is using Blade Fury, but only against magic immune targets. This is usually irrelevant but can be helpful vs mechanical units or a hero with BKB!)
I read somewhere he's able to hit anyone during bladefury, but his damage is set to zero, but you can proc orb effects during it. Orb of venom viable?
10  Player / Games / Re: DotA 2 Thread on: December 22, 2012, 05:18:04 AM
Yeah, seraphic greevils are overrated. Sure purification is useful.
I've been dominating with Blue(rot, ice wall, black hole) and Jakiro, just cause that combo wipes everyone. Jakiro ult > stun wall > change to greevil while other team is stunned > black hole and rot. Wins team fights.
11  Player / General / Re: Unanswered questions in the Mario series on: December 03, 2012, 06:37:42 AM
Clearly the shyguys in Mario's dream reflect his childhood traumas from Yoshi's island. Makes sense chronologically.
12  Developer / Art / Re: Tigworld v3.0 on: December 02, 2012, 05:48:29 AM


B8

[EDIT] Oh so it seems, but fix'd
13  Developer / Creative / Re: TIGSource Advent Calendar 2012 on: December 02, 2012, 04:12:57 AM
p-pick me
Ok you do it. I'll release mine as soon as i can.

And Eigenbom, cool game!
14  Developer / Creative / Re: TIGSource Advent Calendar 2012 on: December 02, 2012, 03:35:56 AM
Fuck this. My little sister got a typical teen neve breakdown, making me unable to work on the game at all. Could someone release their's tomorrow (3rd)?
15  Developer / DevLogs / Re: moonman (v0.22 OSX test build 14/11/2012) on: November 26, 2012, 12:03:03 AM
Could you try doing the outlines by making outmost pixels (foreground) a bit darker? That wouldn't mess with pixel resolutions.
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