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JobLeonard
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« Reply #975 on: June 01, 2012, 02:53:10 PM » |
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It took me a while to see what the bug was.
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st33d
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« Reply #976 on: June 01, 2012, 02:58:04 PM » |
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Yeah, it's easier to see with the stars exploding.
I was having a really epic run up to that point. I meant to save the random seed but that bug kinda soured the mood.
Note to self: turn on all critter death sounds with volume by distance so the player can use them to detect movement.
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« Last Edit: June 01, 2012, 03:27:33 PM by st33d »
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st33d
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« Reply #977 on: June 02, 2012, 01:04:34 PM » |
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Bug spotted: shooting a gate isn't resolved properly - will fix for next build.
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Swaggermuffin
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« Reply #978 on: June 02, 2012, 04:39:49 PM » |
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"Arm yourself, darling." I saw that in one of the messages that are scrawled on the wall. That should be the tagline for when the game is finished.
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st33d
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« Reply #979 on: June 05, 2012, 12:36:13 PM » |
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http://redrogue.net/The guide will be hosted on the new site, all historical builds and fun stuff will be at the old address on my personal site for now. Changes in Build 384: bug when shooting a gate fixed secrets and traps that are disarmed / attacked without being revealed by a search will yield double experience points equipped monsters have double health - making them champions death sounds of critters can be heard when they are killed other than by the player but the volume is distance based, adding another way to detect monster movements
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« Last Edit: June 05, 2012, 01:12:00 PM by st33d »
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bartholomew
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« Reply #980 on: June 06, 2012, 07:18:13 AM » |
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Why do you not save local data? I'd like to not have to setup my light-rune slinging everytime i start my game (also i'd like it if the lore was consistent because i never have enough identification runes) - i demand that casting a light rune on a bow/crossbow makes the bolt a light-source. (i really don't know why i enjoy throwing around light so much)
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st33d
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« Reply #981 on: June 06, 2012, 07:21:41 AM » |
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I don't save local data because the bug reports would mostly be based on the save data only working with an old version. Once I have a title menu and kill-screen I can work on getting save points back into the game.
I'll make a note of light enchanted missiles. Doesn't seem like it will put too much strain on the lighting engine.
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bartholomew
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« Reply #982 on: June 06, 2012, 07:53:16 AM » |
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is keeping the lore constant already a plan? Neat.
How opaque are the rules of the game? Because (for example) i have no idea why my minion came back to life and brought a portal to come and meet DEATH with him.
Stupid question, but do you use an entity-system? Because i looked at your source before searching the internet on how to setup gameobjects and their relations and your use of entity in the sourcecode didn't mean much to me but now it seems to be loaded with meaning.
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st33d
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« Reply #983 on: June 06, 2012, 08:02:34 AM » |
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Entity is just a generic template for a game engine object that has enough properties to make it common parlance when referring to something in the game.
Eg: All Entities have a main() which executes their update code and a render() which executes drawing the graphics for the Entity. Thus there is no need to cast Entities up into their specific classes when calling main or render.
The Character class would likely be called an Actor in other game engines. However, Characters in Red Rogue are full RPG people with all their stats and the ability to attack and use AI, hence I make the distinction.
The overall engine style is a loose mix of Entity, Component and MVC. I use paradigms where they are most useful, not because I believe the hype.
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rek
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« Reply #984 on: June 07, 2012, 12:44:59 PM » |
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This happened:  (I decapitated a Kobold and its head got stuck on top of me.) I don't know if that's supposed to happen, but pressing down to drop through the floor knocked it free. But then my menu was stuck on Throw.
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killozapit
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« Reply #985 on: June 07, 2012, 01:04:37 PM » |
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I noticed that when your arrows (and maybe other projectiles) hit a enemy it causes your action bar to empty. I assume this is a bug?
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st33d
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« Reply #986 on: June 07, 2012, 03:16:27 PM » |
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Got it. The melee code was written long before the missile code. It's clearing the attack bar every time it does a to-hit roll. Thanks for this, will fix for the next build.
Being able to walk around with decapitated heads balanced on top of you is normal. The menu issue being stuck on throw I can't reproduce without more instructions.
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killozapit
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« Reply #987 on: June 07, 2012, 06:49:35 PM » |
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Figured it was something like that.
Also, on the subject of heads landing on your head, it might be appropriate to have them bounce off like you are headbutting a soccer ball. Really it's fine either way, it will just possibly help it not get stuck so much and look a bit better.
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mokesmoe
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« Reply #988 on: June 07, 2012, 09:30:09 PM » |
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I like trying to see how far I can bring the head without breaking it.
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Rumrusher
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« Reply #989 on: June 08, 2012, 01:16:06 AM » |
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I like trying to see how far I can bring the head without breaking it.
Did it stay on your head when you enter the exit? if so then I can see this as a silly challenge.
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