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1026151 Posts in 41127 Topics- by 32723 Members - Latest Member: Bunta

July 23, 2014, 10:25:30 PM
TIGSource ForumsFeedbackDevLogsRogue's Souls (UPDATED APRIL 14)
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Author Topic: Rogue's Souls (UPDATED APRIL 14)  (Read 70091 times)
Connor
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« Reply #180 on: April 17, 2013, 07:21:47 PM »

any news on a texture pack by chance? id love to be able to get the game if it had proper fleshed out textures... if not, ill give it a pass :/
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too bad eggybooms ents are actually men in paper mache suits and they NEED to be agile
C.A. Silbereisen
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« Reply #181 on: April 18, 2013, 12:12:38 PM »

I guess the challenge is making the gameplay so interesting that it's enjoyable for those who won't beat it, and still creating an end that was worth the time spent for the people who do beat it. It seems like such a weird balance.
Yeah, that's why I'm trying to make the endgame flexible. I think it's not just an issue with people beating the game vs. people not beating it. With roguelikes, there's always the danger of making goals too rigid (as opposed to something like "find the level exit")  and turning the game into an optimization puzzle to achieve those fixed goals.

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Oh and the generation ideas you wrote out earlier were great! Gave us a lot of inspiration for how to handle ours, much appreciation.
Thank you!  Smiley
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C.A. Silbereisen
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« Reply #182 on: April 21, 2013, 01:22:44 PM »

DEV UPDATE
Question: is there implicit facing in this game? It seems that sometimes blacked out areas aren't revealed unless I move in the area's direction.
I know this is an old post and what not, but I finally found out what was causing the erratic behavior of the LOS (it was something really simple and stupid Tongue) and it's now fixed.

So far I've kinda done more mechanics changes/additions and bugfixes than new content (which was what I had planned). I'm thinking of tying up some loose ends, releasing what I have so far as 0.9 and moving the rest of the new content design into another, later build.

Also I've been working on this for more than a year now  Shocked
« Last Edit: April 22, 2013, 02:38:45 AM by C.A. Sinner » Logged

C.A. Silbereisen
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« Reply #183 on: April 26, 2013, 02:19:29 AM »

OK, new build is out! Download here: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.9.rar

The main addition here is the tomb and phantoms, as previously discussed. Full changelog in the OP.

If you find any bugs or other weirdness, just give me a holler! Beer!Hand Knife Right
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« Reply #184 on: April 26, 2013, 09:07:58 AM »

when I press any key to close the dialog box with the first NPC, this window appear:

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ERROR in
action number 1
of Keyboard Event for <any key> Key
for object o_player:

In script player_controls:
In script player_interact:
In script npc_dialog:
Error in code at line 38:
   if line=di_bye and character_has_attrib("talk_die",npc)>-1
           ^
at position 10: Cannot compare arguments.
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C.A. Silbereisen
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« Reply #185 on: April 26, 2013, 10:08:38 AM »

woops, that's something i forgot to fix  Embarrassed

uploaded new exe, link should be the same
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C.A. Silbereisen
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« Reply #186 on: April 27, 2013, 03:26:34 PM »

so yeah, i have a cold right now, so i'm staying home and have had lots of time to work on the game over the last 2 days.

so much in fact that i'm putting out a new build that fixes some crucial bugs and changes some stuff.

download here: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.902.rar

changelog
Code:
-Fixed a severe bug with the tomb menu
-Fixed bug where merchant menu would be displayed incorrectly
-Line of sight and field of view algorithms should be more reliable now

-Increased effect of last action on block/dodge chances
-Reduced phantom spawn probability
-Made most armor heavier
-Gave certain monsters higher knockback resistance

-Updated some info in the manual
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Quarry
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« Reply #187 on: April 28, 2013, 01:09:59 AM »

Really fun to play but lagged terribly and overheated my netbook, that's a GameMaker thing it seems
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C.A. Silbereisen
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« Reply #188 on: April 28, 2013, 01:23:43 AM »

unfortunately yes, i have a netbook too and the game is practically unplayable on that. i heard GM studio is much faster though, so I've been thinking of getting that and porting the game to it. though, depending on how much code i'd have to rewrite, it might not be worth it right now.
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Quarry
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« Reply #189 on: April 28, 2013, 01:28:37 AM »

In fact, at first I though that game stopped moving when using mouse and received a message (like how Brogue stops movement when you spot an enemy) but apparently it was lag...
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« Reply #190 on: April 28, 2013, 02:10:47 AM »

Yeah I've heard people say Studio is faster but I've ported three of my GM8 games over and haven't noticed any speed boost. Though the 1.2 update is adding something called LLVM which is supposed to massively speed GM up and should come out in a few months.

Porting was pretty easy for my games, just had to work around a couple of defunct functions but otherwise works the same. Though I'd probably wait to get Studio until a bit after the 1.2 update. Studio is getting pretty constant updates right now and are still fiddling with major stuff under the hood so you have to deal with weird bugs cropping up all the time, recently there's been two updates that made my game completely unplayable. There is version control so you can roll back if a new update is causing grief but it's still annoying.
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C.A. Silbereisen
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« Reply #191 on: April 28, 2013, 03:09:14 AM »

In fact, at first I though that game stopped moving when using mouse and received a message (like how Brogue stops movement when you spot an enemy) but apparently it was lag...
nah the mouse movement automatically stops when you get too close to an enemy so chances are that wasn't lag

@caiys: thanks for the info! i just checked the list of deprecated functions and the game only uses like 2 of them for debugging, so the transition would probably be pretty smooth.
« Last Edit: April 28, 2013, 04:33:27 AM by C.A. Sinner » Logged

Quarry
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« Reply #192 on: April 28, 2013, 03:30:57 AM »

The white tile overlay also lagged at those times though
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C.A. Silbereisen
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« Reply #193 on: April 28, 2013, 04:35:57 AM »

well yeah i'm not denying the game runs badly on netbooks, haha
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Gimym JIMBERT
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« Reply #194 on: April 28, 2013, 02:11:05 PM »

'Forget to follow, repair done
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss)
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