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1075787 Posts in 44142 Topics- by 36113 Members - Latest Member: Hardcore2dacore

December 29, 2014, 03:41:26 AM
TIGSource ForumsFeedbackDevLogsDungeons And Sewers! 0.0.0.3.6 (DEMO AND CREEPERS)
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Author Topic: Dungeons And Sewers! 0.0.0.3.6 (DEMO AND CREEPERS)  (Read 1322 times)
TheBreadCat
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« on: June 27, 2011, 11:58:15 AM »

hello TIGsources  Cave Story
so im working on this game called 'Dungoens And Sewers!'.
so to descripe my game... think Spelunky meets a rogue-like.
so basicly its a platformer, in a randomly generated Dungeon/Sewer, with RPG elements.
Development Blog right there ->Thebreadcat.tumblr.com




AND DEMO
http://www.thebreadcat.com/DAS
note that this is a very early version of the game.
please report bugs  
oh, and you still cant die so far
       NOTE THAT THE TEXT AND SOUND IN THIS DEMO IS NOT THE FINAL THING      
ill make some real sounds ^^

Controls:
  [Left <] [> Right] well you can think on your own right ^^
 [DOWN] pick up an item.
 [Z] JUMP!
 [X] attack
 [SPACE] to bring up the inventory

progress: ( Hand Any Key = done ,  Hand Pencil = not done)
  Hand Any Key make stuff you shouldn't be making when there are more important thing to make in the game.
  Hand Any Key Platform physics
  Hand Any Key Player movement
  Hand Any Key Basic items
  Hand Any Key Weapons
  Hand Any Key Enemys
  Cave Story Inventory (Working on it)
  Hand Pencil Stats
  Hand Pencil Sound
  Hand Pencil Music
  Hand Pencil Classes
  Hand Pencil Level Generator
  Hand Pencil Finish

history:
0.0.0.3.6(Current)
   fixed skeleton bug
   added version number in top right corner.

0.0.0.3.5
   better damage system.
   creepers do not leave a hole.

0.0.0.3
   fixed some minor things
   added creepers   .

0.0.0.2:
  pausing the game(both for unfocusing and inventory)
  simple inventory(hopefully also some management )
  fixed weapon collision
0.0.0.1:
  added enemys.
  made weapons work.
  build more the living class.

to be done:
0.0.0.4(Next):
  inventory management
  maybie some sound.
  more fun stuff(pickaxes and bombs )

Twitter: @marcoaslak
Want to chat about it? http://t.co/0qMnOXu
« Last Edit: June 28, 2011, 04:55:31 AM by TheBreadCat » Logged

Twitter: marcoaslak
Daniel Seabra
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« Reply #1 on: June 27, 2011, 12:23:43 PM »

This actually looks pretty charming! I assume everything is pretty much WIP at this point so I won't comment much on stuff, but it seems like a pretty cool idea.

And hey, the title caught my attention so perhaps it's not so bad, eh?
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TheBreadCat
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« Reply #2 on: June 27, 2011, 12:37:34 PM »

And hey, the title caught my attention so perhaps it's not so bad, eh?
ill keep it then :D and
I assume everything is pretty much WIP at this point so I won't comment much on stuff
well please, it can only make the game better you know ^^
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TheBreadCat
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« Reply #3 on: June 28, 2011, 07:38:22 AM »

im working on a level editor so i can make cooler levels for you guess, until i get the level generator up and running  Gentleman
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TheBreadCat
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« Reply #4 on: July 10, 2011, 07:42:42 AM »

im having problems making the inventory. whats your approach on a inventory system(Technically)?
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Sakar
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« Reply #5 on: July 10, 2011, 12:32:08 PM »

That depends on the type of inventory, such as slot-based or list-based.

For slot-based I usually use a 2D array with references to the item in the slot. When I want to pickup an item, I loop over the array until I find an empty space then add the item to that spot. Getting items is very easy since you can directly access an item by its position in an array.

For list-based I'll use a linked-list, and just add items to the end of the list when I want to pickup an item. Getting items requires iterating over all the items, but this isn't really an issue since you typically shouldn't have very many items at a time.
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TheBreadCat
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« Reply #6 on: July 10, 2011, 01:51:50 PM »

That depends on the type of inventory, such as slot-based or list-based.

For slot-based I usually use a 2D array with references to the item in the slot. When I want to pickup an item, I loop over the array until I find an empty space then add the item to that spot. Getting items is very easy since you can directly access an item by its position in an array.

For list-based I'll use a linked-list, and just add items to the end of the list when I want to pickup an item. Getting items requires iterating over all the items, but this isn't really an issue since you typically shouldn't have very many items at a time.
yeah there is just the problem that i want to draw the items in the inventory(not that thats a problem), and make them like organizable.
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TheBreadCat
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« Reply #7 on: July 16, 2011, 06:19:39 AM »

the inventory is nearly done, i might get a demo out today :D
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QOG
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« Reply #8 on: July 16, 2011, 07:55:20 AM »

This looks pretty good thus far. You should have the player have to push (and feed) the pieces of creeper to some sort of guardian in order to get past it.
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TheBreadCat
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« Reply #9 on: July 17, 2011, 07:09:29 AM »

This looks pretty good thus far. You should have the player have to push (and feed) the pieces of creeper to some sort of guardian in order to get past it.
lol good idea :D
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Core Xii
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« Reply #10 on: July 18, 2011, 12:28:02 AM »

I have to ask. What do you need five parts in a version number for?? Waaagh!
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Netsu
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« Reply #11 on: July 18, 2011, 12:33:51 AM »

I have to ask. What do you need five parts in a version number for?? Waaagh!

Perhaps to better illustrate how incredibly early build it is Wink
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TheBreadCat
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« Reply #12 on: July 18, 2011, 11:49:42 AM »

I have to ask. What do you need five parts in a version number for?? Waaagh!

Perhaps to better illustrate how incredibly early build it is Wink
correct  Durr...?
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