Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076036 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:35:10 AM
TIGSource ForumsFeedbackDevLogsFinishedRed Rogue
Pages: 1 ... 19 20 [21] 22 23 ... 68
Print
Author Topic: Red Rogue  (Read 161954 times)
mokesmoe
Level 10
*****



View Profile WWW Email
« Reply #400 on: October 03, 2011, 09:04:21 AM »

The rune throwing happened when I was at the far left of a really wide level where I started at the far right. I fired multiple runes and none of them worked then, but they do work for me otherwise.
Logged
Ultima Ratio Regum
Level 4
****


PhD student & Borges-inspired roguelike dev.


View Profile WWW Email
« Reply #401 on: October 03, 2011, 03:47:09 PM »


It's looking like I'll actually fucking finish this thing Smiley

Glad to hear it! I still really like this (though I continue to be incapable of getting that far - I should devote a bit of time to making it further). However, ditto for ladders and what mokesmoe‽ said; I can no longer get them to foolishly stumble into the path of my boots crashing onto their heads Smiley
Logged

st33d
Guest
« Reply #402 on: October 04, 2011, 12:41:35 AM »

Cheers.

Fixed teleport bug. Yet to isolate the rune throwing bug - might get a handle on it when I put in all the new ranged weapons. Keep the bugs coming, the engine is getting rock solid.

Currently trying to make a Gnoll and a Werewolf look different.  Undecided

edit: bug - secret walls aren't throwing out debris and the title no longer says "click to play". Plus the instructions on the page should be a bit more explicit. And sort out the hotkey defaults.
« Last Edit: October 04, 2011, 01:36:25 AM by st33d » Logged
st33d
Guest
« Reply #403 on: October 05, 2011, 06:26:24 AM »

It's been 2 years

 Shocked
Logged
HannesP
Level 0
***


View Profile WWW
« Reply #404 on: October 05, 2011, 06:43:06 AM »

It's been 2 years

 Shocked
Massive props for keeping it up this long. Your game is turning out beautifully Smiley
Logged
st33d
Guest
« Reply #405 on: October 05, 2011, 01:20:01 PM »

Thanks. Speaking of beautiful: trying to draw an Umber Hulk inside 16x16 pixels  WTF
Logged
baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #406 on: October 05, 2011, 11:32:26 PM »

Yeah. That's ouchy. But just after that? This sounds like a PERFECT time to DO A BACKUP. Wink
Logged
st33d
Guest
« Reply #407 on: October 06, 2011, 12:40:59 AM »

I backed up right after I drew the boobs for the nymph.

One pixel per boob.
Logged
st33d
Guest
« Reply #408 on: October 07, 2011, 12:23:25 PM »

It's not quite screenshot saturday, but things are coming along quite well



5 more races then on to weapons, armour and animations.

Edit: all races finished. might still tweak here and there.

Note to self: Bravery stat for monsters - the amount of attacks they're willing to commit before running away (this will make the nymph more annoying when she steals your stuff).
« Last Edit: October 08, 2011, 07:14:18 AM by st33d » Logged
Curseman
Guest
« Reply #409 on: October 15, 2011, 10:49:13 AM »

Those look fantastic.
Logged
st33d
Guest
« Reply #410 on: October 16, 2011, 04:02:04 AM »

cheers, have another

Logged
baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #411 on: October 16, 2011, 05:19:19 AM »

Wow, that looks SOO nice. (I don't get the heart on the left, but I'm sure it'll make sense in context.)

You're gonna get this thing done. Smiley
Logged
st33d
Guest
« Reply #412 on: October 16, 2011, 05:38:22 AM »

on the left is the Heal Stone, on the right is the Grind Stone, they do things  Wink
Logged
st33d
Guest
« Reply #413 on: October 16, 2011, 11:21:03 AM »

need to think of one item of armour and one weapon to finish work on the art

suggestions?
Logged
baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #414 on: October 17, 2011, 01:52:50 AM »

A whip (or a pitchfork, easier edit of your bo staff, and rather fitting of Mr. Balrog down there). And? And? And... leather catsuit may be a bit much, huh? If that's not what Rogue is wearing to begin with... I would just go with shoulder pads, since they'd be noticable without interfering too much with your spritework, so you can still tell what everything is.
Logged
st33d
Guest
« Reply #415 on: October 17, 2011, 04:22:41 AM »

I would have to create a cat suit for all of the races I'm afraid.

I went with "indifference" as the last choice for armour. It will allow you to walk through monsters, but of course you won't be able to attack them.

There's already a whip in the list.

A trident is not a bad idea. I've already got a spear that you can throw, a trident could be a more powerful version.
Logged
Schwiggy
Level 0
**



View Profile WWW Email
« Reply #416 on: October 17, 2011, 10:42:13 AM »

That sprite sheet looks great! It seems like all I ever run into is orcs right now though and they aren't good for my health. Not that vampires and umber hulks are good for health..

I found an AI 'glitch' that you probably already know about since it naturally occurs in pathfinding systems with choke points. But when one monster is attempting to run from the rogue and runs into a monster that is not afraid the fearful monster becomes trapped.
Logged

st33d
Guest
« Reply #417 on: October 20, 2011, 04:48:14 AM »

Might be able to tackle that when I work on group behaviour.

All artwork for the next wave is currently done. I'm preparing the new graphics library.

Red Rogue is about to enter Beta status.

Appropriate.
Logged
st33d
Guest
« Reply #418 on: October 22, 2011, 06:38:28 AM »

It's update time  Wizard Hand Point Right

In preparation for the new graphics library I decided to fix an old issue: default key bindings.

If you click on Instructions on the latest build page, you will be able to see what the new key bindings are. They're set up for "cup of tea in right hand, left hand on keyboard", because that's most comfortable for me.

New range settings for weapons: melee, throwable and missile. Try equipping the dagger, the shoot/throw option for equipped weapons is now accessible from the Actions menu - or you can use the new default binding "F".

There are still only 10 hotkeys, but you can bind these over existing keys (those who insist on UP being an exit key can bind it to UP or use default binding "E"). And you can stack them over one key.

I uncovered quite a few bugs with the hot keys and had to do a fair bit of fixing, so please report any difficulties you have with them.

No need to clear your cache - the html page will always request a new version from now on.

I will be working on getting the latest source code up online, then it will be on to the new graphics for all the races, weapons, armour and more - which will create a shell for the complete game.
Logged
st33d
Guest
« Reply #419 on: October 23, 2011, 12:32:03 PM »

New build.

Decided to load in the new assets library before uploading source because of the huge changes it incurs.

The overworld is finished. Exit upwards on level 1 to check it out.

New graphics for all the characters are in. Stun animations are in (jump on someone's head to see stars spin around their head). Sounds had to be updated too. Fixed a few small bugs. Various AI issues have been logged - will treat those after adding some more content.

Next: upload source, add content.
Logged
Pages: 1 ... 19 20 [21] 22 23 ... 68
Print
Jump to:  

Theme orange-lt created by panic