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

December 30, 2014, 03:35:16 AM
TIGSource ForumsFeedbackDevLogsFinishedRed Rogue
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Author Topic: Red Rogue  (Read 161955 times)
mokesmoe
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« Reply #420 on: October 23, 2011, 10:42:31 PM »

You can stand on the edge of a secret wall. Secrets also respawn when you change floors so you can farm them for experience.
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Ashkin
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« Reply #421 on: October 23, 2011, 11:45:03 PM »

Oh man, I've been neglecting this devlog. This is a great project, I love what you're doing, st33d. Keep workin' at it! Coffee
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st33d
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« Reply #422 on: October 24, 2011, 12:57:16 AM »

You can stand on the edge of a secret wall. Secrets also respawn when you change floors so you can farm them for experience.

I've figured out a way to solve standing on the top edge of a secret (simply turn off the top surface). But as for farming them for experience, there's the grindstone on the overworld. If you want to grind in such a boring boring fashion, then there's the grindstone for you. Use that instead. I don't feel it's a broken mechanic sticking the grindstone in because it's a commentary on the attitude that you would want to simply farm experience rather than play.
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nahkranoth
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« Reply #423 on: October 24, 2011, 08:46:31 AM »

This is turning out super.
I had not seen the outside level yet, but it's very nice. Gentleman
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nahkranoth
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« Reply #424 on: October 24, 2011, 02:05:12 PM »

found a bug. When i stand next to a door and select exit level and then throw, i will throw but not exit the level and i cant select it again.
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st33d
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« Reply #425 on: October 24, 2011, 02:16:09 PM »

Good catch.  Hand Thumbs Up Left Smiley

I'll disable actions whilst exiting/entering a level.
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JobLeonard
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« Reply #426 on: October 24, 2011, 03:28:45 PM »

Just accidentally cast a Rune of XP on a goblin, then got killed by the quickening :D
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st33d
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« Reply #427 on: October 26, 2011, 07:56:25 AM »

Note to self, fix this code:

Code:
public static const FADE_STEP:uint = 0X44000000;
public static const THRESHOLD:uint = 0XF1000000;
public static const WALL_COL:uint = 0XFFFFFFFF;
public static const MINIMap_COL:uint = 0x99FFFFFF;

Tested infravision last night. It was pretty cool. Will try to get the nightvision goggles in soon.
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st33d
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« Reply #428 on: October 26, 2011, 03:07:38 PM »

Jesus.

Fucking.

Christ.

github is just the most recondite fucking arse ever. Nothing is simple.

Source code for the current engine is online. It is vastly different to what it used to be.

I'm going to concentrate on adding content now. More github updates will be slow, owing to it being fucking impossible to use.
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JobLeonard
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« Reply #429 on: October 27, 2011, 03:46:52 AM »

According to some friends of mine in coding:

- single-person, simple (as in: not divided over a lot of different computers) project: mercurial
- big complex project with multiple people that because of it will involve lots of complex merges and source repairs: git

Not sure if that rule of thumb applies to everyone though, I don't use either.
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st33d
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« Reply #430 on: October 27, 2011, 04:40:34 AM »

heh

Just went to their site. The syntax is just as bad as github  Lips Sealed

I through the worst of it now anyway. Red Rogue is open for all to learn from.
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ignaciobalbuena
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« Reply #431 on: October 27, 2011, 12:44:34 PM »

I just discovered this in indiegames! Lovely graphics, I'm a whore for stylish low-res pixel art. Love the gameplay too, I'll dig deeper when i have more time!
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st33d
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« Reply #432 on: October 27, 2011, 12:55:20 PM »

Woo, I'm on Indiegames! (Not for Nitrome for once.)

"Red Rogue hasn't exactly brought anything new to the table just yet."

I'll show them

 Hand Shake Left Huh?

SHOW THEM ALL!
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st33d
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« Reply #433 on: October 27, 2011, 01:40:02 PM »

LOOKS A BIT DARK

Infravision goggles have been added. Try them out in the debug menu.

Player infravision gives a dim view of the entire level as well as monsters marked in red. Character infravision allows monsters and minion to see extremely far, even when in the dark.

The drow race have infravision as their special ability. Infravision stacks! If a drow player wears goggles they get an even brighter view of the level, plus they can also see items in the dark. Drow-goggled monsters will see you over huge distances.

Let me know what you think. I feel that even with it so dim, you can still make out the entire level, but brightness settings on some screens may be too punishing. But I also don't want to diminish how powerful a drow with goggles is. Drow are yet to be added, but I think you can guess what their vision with goggles is like.

edit: tweaked the brightness up a bit - I felt it was making me squint too much, which really just hurt instead of making me feel omniscient.
« Last Edit: October 27, 2011, 01:52:08 PM by st33d » Logged
cassandrakhaw
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« Reply #434 on: October 27, 2011, 10:36:00 PM »

>_< I said 'just yet'. JUST YET.

But! My email's on the site so feel free to e-mail with updates when a sizable amount arises. :3

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mokesmoe
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« Reply #435 on: October 28, 2011, 12:41:30 AM »

I polymorphed into a troll and my goggles stopped working, even after unequipping and then reequipping them. I then polymorphed back into a human, and my goggles still didn't work. I went to unequip them, and then my character froze, with the goggles still equipped. I tried to drop them witch also had no effect. I used another polymorph spell, turned back into a troll, and teleported down a bit. A pit trap that was next to me that I hadn't stepped on yet was activated, so I guess I fell down it while "frozen". The goggles were sitting on the ground where I was frozen, and when I picked them up and equipped them, they worked.

Also, as a troll you are too slow to fall down pit traps.

Also, menu commands can queue up infinity, and you can't exit the menu to cancel the queue, so you can stuck in the menu for a bit if you mash arrow keys.

My rune of polymorph is line-wrapping and overwriting offsetting the name of the next item every item after it.

And I just found some invisible enemies. I'm an orc, I'm wearing working goggles, and I just fell down a long shaft to the bottom of the map. And there are no cloaks of invisibility lying on the ground. I also have teleported once, but I did see a visible enemy after I teleported, and before I put on the goggles.
« Last Edit: October 28, 2011, 12:54:09 AM by mokesmoe‽ » Logged
st33d
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« Reply #436 on: October 28, 2011, 02:19:58 AM »

The first bug sounds like a polymorph bug.

However, the following issues may have been caused by a crash caused by the bug. Remember that one bug in Flash = everything else broken.

The debug menu is designed to allow infinite queues for enchanting. It's a debug menu. Unless you're talking about another part of the menu.

The TextBox is going to have further work on it to marquee scroll long names.

Thanks for bug-catching, I appreciate it and will get on top of fixing it soon.
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Bremze
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« Reply #437 on: October 28, 2011, 02:31:18 AM »

I liked this game before it went mainstream  Cheesy

http://www.rockpapershotgun.com/2011/10/28/crimson-blaggard-red-rogue/

Congrats on the publicity, the game is shaping up really well!
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Misery
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« Reply #438 on: October 28, 2011, 03:21:53 AM »

I just found this game over at Indiegames.com, and as a fan of roguelikes I have to say, this is absolutely brilliant.

I love the gameplay as a whole, definitely some good ideas going here.  The combat is very fun and I like the goomba-stomp mechanic (and the head-boot thing too), and the game is deeper than I'd originally thought;  it seems that at most times, I have quite alot of options for how I want to do things, from positioning to dealing with monsters, to all the different items and runes.  Nice how the runes work on EVERYTHING. Deciding where to stick them is the hard part.  I also like that my skeleton friend isnt dumber than a stump and can actually manage to stick with me throughout the level without getting stuck on a wall, and without me having to summon him every 2 seconds.   And the menu system is perfect and wonderfully easy to use.

I think floor 7 or so is as far as I've gotten so far;  troll fell on my head and ended it there, haha.   The game definitely starts to get tough around floor 5 or 6.

I had a couple of questions:

First, what exactly is the process for getting a new skeleton minion?   I've done it a couple of times, but it seems... odd?  Last time, I'd lost him due to a troll falling on him (this seems to be a recurring theme), and I made another one by doing something or other with an undead rune;  I think I threw it at a baddie.   Well, I end up with a new minion... that has no health and just sits there and cant seem to interact with anything, though I can give him equipment/runes, but not hearts.   Always seems to repeatedly teleport to where I am, but then just stands there?  I figure, ok, maybe I gotta fill his health with a heal rune and then he'll become active again;  I do this, and... he still just stands there.  But still following me by teleport. After some time, he abruptly comes fully to life and starts acting normal.   I cant tell if this process is bugged, or if there's something to it that Im missing?   But I'm just glad that it's possible to GET another one.   It's real obnoxious to lose him suddenly to some fat guy falling on him, or something like that.

Also, is it just me, or is EVERY piece of equipment at level 20?   I dont think I've seen one that isnt... so that's a little confusing.

Still, great game.  I love games like this, so I'll probably spend alot of time with this one.
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st33d
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« Reply #439 on: October 28, 2011, 03:36:54 AM »

Cheers, glad you're having fun.

Sounds like there's a bug with the undead rune. I'll look into it.

If you cast undead on a weapon it will help heal your minion or bring it back to life if you kill a monster (providing the enchantment is powerful enough).

Level 20 items sounds like a bug. I've never encountered it. Will investigate.
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