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TIGSource ForumsCommunityDevLogsStone Story RPG - NOW AVAILABLE
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standardcombo
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« Reply #640 on: September 04, 2016, 09:40:53 PM »

All icons. Not perfect, but there's no reason to spend too much time on the tiny ones, and can always polish later if one doesn't look good on device.

Great to start a new page back on topic.

















« Last Edit: July 01, 2018, 12:04:09 AM by standardcombo » Logged

standardcombo
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« Reply #641 on: September 04, 2016, 09:57:47 PM »

Yeeeh... getting closer

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standardcombo
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« Reply #642 on: September 05, 2016, 10:35:06 PM »

 Sad

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JobLeonard
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« Reply #643 on: September 06, 2016, 01:50:38 AM »

Turned to ash! Amazing as always (although that sideways bounce in the end is jarring and feels "wrong" in terms of Newtonian mechanics: I think I'd just leave it lying still)
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standardcombo
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« Reply #644 on: September 06, 2016, 10:53:53 PM »

Yeap. Without rotation or a longer fall something like that would be really unlikely, would have to be a really specific ground shape. Fixed!!
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« Reply #645 on: September 07, 2016, 06:29:33 AM »

Just found out about this today via RPS. I'm slowly working on a game with some similarities to this (made a demo of it ten years ago, then gave up on it, then had a breakthrough and resumed development this year), so of course I love the ideas in play here. :D The ASCII work here is awesome and I'm looking forward to seeing this in action.
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standardcombo
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« Reply #646 on: September 07, 2016, 08:14:37 AM »

Thanks. You should start a dev log!

So cool to see the game on RPS  Smiley  Here's the link
https://www.rockpapershotgun.com/2016/09/07/stone-story-ascii-rpg/
« Last Edit: September 07, 2016, 08:20:38 AM by standardcombo » Logged

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« Reply #647 on: September 07, 2016, 08:44:27 AM »

Woah this is phenomenal!  I can't even words a good response but woah.  the art gives such good feels.
congrats on the RPS article!
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standardcombo
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« Reply #648 on: September 10, 2016, 11:03:24 PM »

Added camera shake and stat modifier indicator (e.g. the ? ? ? to indicate stunned)



That's Xyloalgus, Spawn of Leuce
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eigenbom
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« Reply #649 on: September 11, 2016, 12:24:23 AM »

Epic!
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standardcombo
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« Reply #650 on: September 11, 2016, 06:25:37 PM »

I'm probably going to include a "command line" interface for this game. All this does is allow you to play exclusively with your keyboard. You press Enter/Return to open the command prompt, which appears in the upper-left corner of the game, type the command and hit Enter/Return again to submit it. Not sure when I'll get around to implementing this, but it will be for the PC version only and most likely a post-release update.

Here's the current design for the commands:

  - help/man
  - help/man <command_name>
  - view <screen_name> (e.g. locations, workstation or items)
  - equip <item_name> [-l-r]
  - unequip [-l-r]
  - saveset <1-0> (saves equipment configuration)
  - loadset <1-0> (loads equipment configuration)
  - lastset (loads previous equipment configuration)
  - start <location_name>
  - end (leaves quest)
  - replay (plays the previous location again)
  - exit (leaves app)
  - sfx -on/-off
  - music -on/-off
  - talk <message> (displays a dialog bubble above character>
  - add <item_name> [amount] [-1-2-3] (adds items to the anvil, triskelion, or some other crafting context)
  - remove [item_name] [amount] [-1-2-3] (removes items from the anvil, triskelion or some other crafting context)
  - info (lists equippment and location)
  - logon <file_path> [-misc] (writes to a file everything that's happening. -misc adds every single detail, e.g. each position change and A.I. decisions)
  - logoff
  - msg <user_name> <message>

I know some people will enjoy this feature (as will I). This is clearly a first step towards an actual command line port, if that ever happens. Unity allows headless mode and I think it could be interfaced through text files.
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JobLeonard
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« Reply #651 on: September 12, 2016, 12:50:17 AM »

Aren't you just using C# at that stage?
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standardcombo
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« Reply #652 on: September 12, 2016, 01:13:19 AM »

Not really because I use the monobehaviour pattern in some cases which would have to be refactored to break away from the engine. But could also write wrappers for those.
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nathy after dark
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« Reply #653 on: September 12, 2016, 10:32:32 PM »

So I just saw Kubo and the Two Strings, and there's a monster in the end that reminded me of the Pit Boss you're working on:



Maybe that would make a good reference for the animation/design of it? I'm thinking those little centipede legs could be cool, animated to open and close like pincers all up and down the monster's body.

In any case, it's some pretty cool stop-motion so maybe of interest if not specifically because of the Pit Boss. (There's also a badass giant skeleton that reminded me of the skeleton featured in the RPS piece...)
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« Reply #654 on: September 13, 2016, 01:27:28 AM »

Saw a gif of this game, definitely going to be following it till release  Hand Thumbs Up Left
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standardcombo
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« Reply #655 on: September 13, 2016, 07:11:13 AM »

Cool reference. Wow the trailer is really good. I do like stop motion. Made this concept piece for a project a while back



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« Reply #656 on: September 13, 2016, 09:13:40 AM »

Updated the first page. I may be getting a lot of traffic soon and want to present the information as best as I can. Therefore criticism is welcome!
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nathy after dark
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« Reply #657 on: September 13, 2016, 09:19:14 AM »

Nice. I wanna see the same claymation clip but where the boy and the black knight are holding hands until the princess rides up and kidnaps the hunk.  Hand Any Key
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standardcombo
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« Reply #658 on: September 13, 2016, 11:21:07 AM »

That may take a while.
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« Reply #659 on: September 15, 2016, 08:09:33 AM »

Page break.
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