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877968 Posts in 32895 Topics- by 24323 Members - Latest Member: nickFromPaintteh

May 20, 2013, 10:32:11 PM
TIGSource ForumsDeveloperFeedbackDevLogsbytesoup - Teeny Graphical Roguelike
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Author Topic: bytesoup - Teeny Graphical Roguelike  (Read 5654 times)
Quarry
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« on: May 06, 2012, 06:14:15 AM »



Bytesoup (formerly Bitsoup (Stone Soup reference)) is a roguelike project I started yesterday (no boilerplate, from scratch)









Current spritesheets




I'm planning to get this done in a month or so, wish me luck!
« Last Edit: May 12, 2012, 10:13:19 AM by Quarry » Logged

 
JasonPickering
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« Reply #1 on: May 06, 2012, 07:28:52 AM »

I love this. I am so glad you went with the grey scale Color Palette too. I hope this is a smaller Roguelike though. I can never play the ones that have like 100 Floors. I never have the time to finish them. when can we see shots of a dungeon? I would love to see how the tileset works out.
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Quarry
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« Reply #2 on: May 06, 2012, 07:58:05 AM »

I'm not sure how it'll look like but I have an old (yesterday) mockup



also I'm aiming for around 20 floors, you try to escape the dungeon you were prisoned in (total dungeon-roguelike twist going on here)
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JasonPickering
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« Reply #3 on: May 06, 2012, 08:17:32 AM »

looks cool, but not sure how I feel about the grid lines though. I would maybe set their alpha to like .25 so its there, but not as drastic.
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Squid Party
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Oh hi mark.


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« Reply #4 on: May 06, 2012, 08:26:05 AM »

awww man this looks really awesome Smiley
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Eigen
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« Reply #5 on: May 06, 2012, 09:17:41 AM »

Sweet! I like it, but as JasonPickering said, the tile outlines are too strong which makes it quite difficult to look at. Other than that you're good to go.

So, I expect to play it this time next month. Get cracking! Grin
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Interrupt
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« Reply #6 on: May 06, 2012, 09:24:19 AM »

I'd try getting rid of the gridlines altogether for non solid blocks, a bit busy with them.
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Quarry
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« Reply #7 on: May 06, 2012, 09:28:47 AM »

I'm in mad arithmatic mode now! ART CAN WAIT

Code:
sprites.getSubImage(24 + (i == 0 ? 1 : 0), 64, 8 - (i == 0 || i == 12 ? 1 : 0) - (hero.experience <= i * 8 ? hero.experience >= (i - 1) * 8 ? 8 - (i == 0 || i == 12 ? 1 : 0) - hero.experience % 8 : 8 - (i == 0 || i == 12 ? 1 : 0) : 0), 8), 13 + i * 8 + (i == 0 ? 1 : 0), 70);
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Quarry
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« Reply #8 on: May 06, 2012, 10:04:56 AM »

Arithmetics won, I'm doing it the lazy way

« Last Edit: May 06, 2012, 10:12:43 AM by Quarry » Logged

 
Quarry
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« Reply #9 on: May 06, 2012, 10:48:43 AM »



Tiles!
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KomradeJack
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« Reply #10 on: May 06, 2012, 11:17:01 AM »

Love it.  But I am apparently a hooker for tiny Roguelikes.
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www.jackmenhorn.com
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JasonPickering
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« Reply #11 on: May 06, 2012, 11:17:37 AM »

so what was that math trying to do? the Experience bar along the bottom?
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Quarry
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« Reply #12 on: May 06, 2012, 11:42:39 AM »

The filler (sprite inside the bar) was 8x8 and I had to write something to get it to draw it tile by tile while cropping it

It was impossible

Love it.  But I am apparently a hooker for tiny Roguelikes.

Yays!

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JasonPickering
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« Reply #13 on: May 06, 2012, 11:47:51 AM »

one thing I do in my game for the bar is scale its Yvalue.

EX.
Yscale = 45 * Current Experience/Experience needed for next level.

45 is the scale needed to fill the entire bar. could you do something like that. it would require a solid color bar though.

EDIT: why dont you fill the entire bar with that grey and white Tile then stretch a blank white over it from the right side. as the experience goes up you can shrink the white bar. it will look like the bar is filling, but actually the empty area will be shrinking.
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Quarry
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« Reply #14 on: May 06, 2012, 11:57:05 AM »

What I have now is a wide single sprite that's cut off with the formula you posted (which is the only formula to do this)
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