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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Roguelet
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Author Topic: Roguelet  (Read 6861 times)
hyperlogic
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« on: December 15, 2009, 05:07:22 PM »

Note: Only works on Macs, Snow Leopard, Intel 64-bit capable only.

Sorry, I just haven't found the time to get the Windows, Linux, or 32-bit MacOS builds running.  Soon tho.  I'll update the thread when it's working.

Here's the download link:

http://www.hyperlogic.org/roguelet/roguelet.zip

There are 14 playable characters, randomly chosen at the start of the game.

  • Red Bandit
  • Green Bandit
  • Barbarian
  • Female Bowman
  • Bowman
  • Knight
  • Magician
  • Female Magician
  • Monk
  • Necromancer
  • Paladin
  • Pirate
  • Warrior
  • Female Warrior

There are 32 enemy types, several treasure types & randomly generated levels.  Each level gets progressivly more difficult the deeper you go.

Hope you enjoy it,
hyperlogic



Hello, all.  Here's my in progress entry for the Assemblee Pt2 contest.

My idea is to create a mash-up of a Roguelike and Gauntlet, not very original maybe, but it fits with the excellent 8x8 pixel artwork by oryx, oddball & geeze, which has a lofi dungeon hack feel.

Anyhow, here's a screen shot of a work in progress.  More to come soon.



Update:



Some more work in progress:

* Added sprite sheets for all of the animated characters
* Simple health system
* Simple projectile system
* Randomly generated rooms
* Simple health & treasure items
* Monster drops

I'm having trouble coming up with a clean way to mix and match functionality across different object types. For example: Potion pick-up items could share much of the same functionality of a Bag of Gold pickup item.  But then later I might want to create a Oil Potion that explodes when shot with fire damage.  Or how about a potion that can be used as a projectile? Finding a way to create lots of object variations is proving tricky.  Maybe i'm over analyzing things, but I want to avoid lots of duplicate code & make tuning simple, if I can.

Anyhow, sorry I don't have a uploaded playable yet.  It's very crashy & I haven't put any work into packaging things up yet.  Next week tho.
« Last Edit: January 24, 2010, 08:36:14 PM by hyperlogic » Logged
J. R. Hill
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« Reply #1 on: December 16, 2009, 02:18:57 PM »

Fun is more important than originality, go for the gold!
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Fifth
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« Reply #2 on: December 16, 2009, 04:04:32 PM »

Fun is more important than originality, go for the gold!

Wise words.

And good luck!
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hyperlogic
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« Reply #3 on: December 19, 2009, 10:10:37 AM »

Thanks for the encouragement.  I'm having lots of fun. Smiley
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Mipe
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« Reply #4 on: December 19, 2009, 10:59:14 AM »

Fun is more important than originality, go for the gold eyes!

Fixed.
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Ivan
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alright, let's see what we can see


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« Reply #5 on: January 09, 2010, 07:07:02 PM »

I tried your build from the finished entries thread and it's not working for me (I have Snow Leopard). I ran it from command line and it crapped out trying to load the freetype dylib. I ran otool on it and it shows all your libraries linked from "/opt/local/lib". It probably has something to do with that.
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hyperlogic
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« Reply #6 on: January 09, 2010, 07:40:44 PM »

Thanks for the update will fix! asap!
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hyperlogic
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« Reply #7 on: January 09, 2010, 08:06:45 PM »

OK, try it now.   Never packaged anything up on MacOS before.
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jotapeh
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« Reply #8 on: January 09, 2010, 09:15:42 PM »

OK, try it now.   Never packaged anything up on MacOS before.


Doesn't run for me. Running OS X 10.6.2.
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hyperlogic
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« Reply #9 on: January 09, 2010, 11:33:36 PM »

Sorry about that:  Try again, pls.

Thanks for the tech support Smiley
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Mikademus
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« Reply #10 on: January 10, 2010, 04:21:25 AM »

Windows or Linux build, plez  Beg
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jotapeh
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« Reply #11 on: January 10, 2010, 05:47:09 AM »

Works now. Fun little game, although the music is a very strange choice for such a bloody and chaotic game. I thought it was funny though how my projectile could deflect enemy projectiles, and sometimes they would have epic projectile fights of their own, Dragon Ball Z style. Smiley
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ravuya
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« Reply #12 on: January 20, 2010, 07:32:43 PM »

It might not be working on 10.6.2 because lacquer seems to only be compiled for x86_64, which I don't have (original Core Duo; 32-bit).
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Oddball
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« Reply #13 on: January 28, 2010, 05:43:40 PM »

Liked: The frantic nature of the action. I oddly liked the way dead bodies seemed to slide around the level as if they were on ice.

Disliked: Some of the enemies were identical to me which made it difficult to tell who I was when completely surrounded.

Conclusion: A little bit bizarre in places, but strangely likeable game.
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