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880092 Posts in 33019 Topics- by 24386 Members - Latest Member: tu3sday

May 25, 2013, 06:06:20 PM
TIGSource ForumsDeveloperFeedbackDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 32495 times)
JasonPickering
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« Reply #360 on: May 02, 2012, 06:34:03 AM »

eigenboom - I dont know, the Icons are displayed pretty fast and I am afraid that doing the animation will slow the player down waiting for it to end.

Franklin - yeah the black coin seems to work better then the red coin. I think I might try making the coin match the chest color too, that might help.
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Quarry
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« Reply #361 on: May 02, 2012, 07:07:40 AM »

I meant like inverse the colors of the actual coin and get some nice blue toned one
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rek
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« Reply #362 on: May 02, 2012, 10:45:24 AM »

I'd think a black or red coin is just a different type of coin rather than an anti-coin.
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JasonPickering
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« Reply #363 on: May 02, 2012, 11:18:03 AM »

but what if you saw that it cost you 3 money when you got it? would that be enough?
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thatshelby
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« Reply #364 on: May 02, 2012, 11:41:04 AM »

You could try a regular coin, darkened a bit, less saturated, with an X etched in.
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JasonPickering
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« Reply #365 on: May 03, 2012, 09:41:15 PM »

well for the time being I have a test thing in, because I dont even know if I will want this mechanic so I should probably test that out, before I worry to much about the art.

as for an Update I created a to do list for the next build for my testers. it contained 39 Items. I currently have the list down to 19. I have added 3 new enemies.

now I want to talk about randomness. so most Roguelikes have 100 Floors and like 50 monsters. and when you play through the game you will see every monster. My game is built more like a vertical slice. so when a player starts a game, 6 monsters are chosen, the game currently has 9 so you wont see every badguy in one play it will take many more. Also 3 Items will be chosen from the Item list.

Also I decided to track 4 stats for the player. Their current Highscore of Gold. Their Total Deaths and their Total Wins. as the player plays the game new Things will be unlocked based on these 3 numbers. deaths will add things to make the game easier, and Highscore and wins will make the game harder. 
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Quarry
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« Reply #366 on: May 04, 2012, 06:06:38 AM »

gib build nao plox
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JasonPickering
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« Reply #367 on: May 05, 2012, 02:16:44 PM »

hey guys. updates are moving along.

here are the current in game guys



the new exciting ones are the Darklord who has 8 way movement and attacking, the goblin who moves and attacks in diagonals only (this is my new favorite enemy to hate), and the ninja, who attacks in cardinal directions, but moves like the knight from chess. The one thing I am thinking about is changing the main way attacks work. right now if a guy is next to you they will swing and attack.it would be cool if you needed to stay way from squares that a knight could move to because they would kill you if you stood there or enemies who move multiple spaces. i thought about making it so all enemies just moved into a spot where you were and then there was like the fight dust cloud.

this wouldn't change the combat at a mechanic level but it would mean that I could give more varied enemies.
 
but then I need to figure out what to do with how the player works, if they act the same way or they attack the same way so all that needs to be thought about.
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Quarry
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« Reply #368 on: May 05, 2012, 08:55:56 PM »

 Kiss
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JasonPickering
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« Reply #369 on: May 06, 2012, 07:26:24 AM »

so the evil lord is in and spawns when you run out of money. HE IS HORRIBLE!!. he is an unrelenting monster that hunts you down and kills you without remorse. you rush forward trying to escape, but its futile. Your only hope is to get out before he ever shows up.

MISSION ACCOMPLISHED!!  Hand Thumbs Up Left Cheesy Hand Thumbs Up Right
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Quarry
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« Reply #370 on: May 06, 2012, 07:28:32 AM »

It's done?
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JasonPickering
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« Reply #371 on: May 06, 2012, 07:51:36 AM »

oh god no. I wish. mission accomplished on making the evil lord a terrible monster to which there is no escape.

the next main thing I plan on adding are the traps, then the mini rooms, then a plethora of items.
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Squid Party
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Oh hi mark.


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« Reply #372 on: May 06, 2012, 08:32:42 AM »

hey guys. updates are moving along.

here are the current in game guys



the new exciting ones are the Darklord who has 8 way movement and attacking, the goblin who moves and attacks in diagonals only (this is my new favorite enemy to hate), and the ninja, who attacks in cardinal directions, but moves like the knight from chess. The one thing I am thinking about is changing the main way attacks work. right now if a guy is next to you they will swing and attack.it would be cool if you needed to stay way from squares that a knight could move to because they would kill you if you stood there or enemies who move multiple spaces. i thought about making it so all enemies just moved into a spot where you were and then there was like the fight dust cloud.

this wouldn't change the combat at a mechanic level but it would mean that I could give more varied enemies.
 
but then I need to figure out what to do with how the player works, if they act the same way or they attack the same way so all that needs to be thought about.

the graphics in this game are so damn cute/jazzy! also those character designs rock!
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[img]http://i1170.photobucket.com/albums/r527/Daniel_Sharman/areyouonyourperiod.gif[img/]
JasonPickering
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« Reply #373 on: May 06, 2012, 11:23:36 AM »

thanks. that has caused a bit of a problem though. instead of making new items, fixing bugs, and doing stuff like that I find myself just drawing enemies.
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Squid Party
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Oh hi mark.


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« Reply #374 on: May 06, 2012, 11:24:54 AM »

The colours used really are excellent, that is what makes them look so cool Coffee
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[img]http://i1170.photobucket.com/albums/r527/Daniel_Sharman/areyouonyourperiod.gif[img/]
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