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879780 Posts in 33005 Topics- by 24379 Members - Latest Member: alisiahl87

May 24, 2013, 11:35:32 PM
TIGSource ForumsDeveloperFeedbackDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 32484 times)
rek
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« Reply #555 on: June 19, 2012, 10:19:28 AM »


Ninja got stuck in the wall for two turns. Then when I killed the yeti he froze and moved back into the room on the next turn.


Ninja (he's moved once) and chest appeared on the same spot.

I'm still having the same fundamental problem: being forced to move is what kills me more than half the time – but now I can be killed by moving too many times trying to avoid being killed by monsters.
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JasonPickering
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« Reply #556 on: June 19, 2012, 11:05:40 AM »

Franklins Ghost: Thanks. Yeah its coming together finally.

Rek: Every once in a while the ninja does that. I am trying to figure out what the cause is. It seems that its not detecting the wall there. I think I know a fix for it, though.

I will also add a code to fix the spawning on the item bug.

I will probably remove the timer. I was hoping that it would add something. I want some kind of timer in there to give the player a downside. The player can sit there dancing back and forth until the enemies get into position, but I want there to be some choice to that and some type of cost to that behavior. I might try a smaller timer, that spawns an enemy and resets. so taking longer, just makes the game harder.
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JasonPickering
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« Reply #557 on: June 21, 2012, 05:51:44 PM »

sadly I have been lazy recently and have not got much done. Its been a bit of a heat wave and I done want to spend time with a hot laptop, so my nights have been reading, and playing my iphone. The next big thing I am going to try and do is add the "skill" I basically want to give the player one power that they can use. I hope that will open up play a bit, but we will see.

I am also thinking a bit about replayability, and also adding in something of a score? or a way for a person to tell that they did better this time, then last time.
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DustyDrake
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« Reply #558 on: June 22, 2012, 10:41:43 AM »

Hehe! When I found out my new phone has a flash player, the first thing I had to do was play this.
It actually worked out quite well, as the game is just big enough to be comfortable to play as is!
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KomradeJack
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« Reply #559 on: June 22, 2012, 11:43:03 AM »

I very much want to play this on my iPhone.  Very much so yes.
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www.jackmenhorn.com
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TIGForum Projects: Kyoto
Microgue
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JasonPickering
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« Reply #560 on: June 22, 2012, 01:38:09 PM »

DustyDrake: What kind of phone was it?

KomradeJack: Dont worry I am trying to hurry up and get it there.
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DustyDrake
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« Reply #561 on: June 22, 2012, 06:46:38 PM »

Evo LTE 4g
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creidieki
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« Reply #562 on: June 24, 2012, 03:21:53 PM »

Is the version of MicRogue linked in JasonPickering's signature (http://forums.tigsource.com/index.php?topic=23617.0 ) not the current build?  I've been playing that, but it doesn't seem to match the things they were saying on Roguelike Radio, and looking at it that thread doesn't seem to have been updated since February.  I only found this thread today, but the opening post doesn't have a link to any builds.
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creidieki
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« Reply #563 on: June 24, 2012, 03:37:31 PM »

Okay, playing the http://microgue.blogspot.com/ build, it seems like the music starts a new loop every time you get the gem?  Like, after you bring the gem to the king and go back down the staircase, the music starts playing again in parallel with the current music.  So if you win three times in a row it gets very discordant.
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tchassin
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« Reply #564 on: June 24, 2012, 04:36:22 PM »

About the enemy movement thing, perhaps you could give the player explanations with images or a little animation about how an enemy moves and his special abilities the first time the players meet this enemy. And these explanations could be stored in some gallery, in case the player need a reminder.
I also like Sleight's idea of having the treasures accumulate in the castle, it would really give the player a sense of achievement. Maybe you could have the castle evolve by gaining levels, with treasures serving as experience. Every time the castle would gain a level, the quests would get harder, and the dungeons deeper.
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JasonPickering
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« Reply #565 on: June 25, 2012, 07:15:29 AM »

creidieki: Yeah sorry. I really need to get organized with that. I changed my sig to reflect the Microgue blog, which will always have the newest public build. As for the music its a bug i should have fixed in the next build.

tchassin: I plan on doing a small image to show how the enemies move or something so the player will be able to access them when they want. As for the accumulation of items, I dont know. See the question is does the world stay persistant? are you always some random adventurer who is running in grabbing stuff and the castle just accumulates these treasures, meaning the castle is persistent and you are expendable? Should each expendable character be different? or is it just a graphical change?
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Franklins Ghost
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« Reply #566 on: June 25, 2012, 07:35:58 AM »

Just played the latest build on the blog and noticed a few things. When I came out with the treasure I walked into the castle in front of it rather then through the doorway. Also the transition on completing seems to show something on the right edge for a second.

Games looking good though.
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JasonPickering
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« Reply #567 on: June 25, 2012, 07:40:46 AM »

Yeah I think all that is fixed, cause that was just a first pass on the intro, but I am completely rewriting the collision engine, so a new build will take a bit.
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JasonPickering
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« Reply #568 on: June 26, 2012, 04:17:13 PM »

so working on a tileset for a Dojo



and some treasures

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Quarry
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« Reply #569 on: June 26, 2012, 04:20:05 PM »

I was just about to say that there wasn't more than bugfixes recently :d
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