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TIGSource ForumsCommunityDevLogsRed Rogue
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Rumrusher
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« Reply #1240 on: October 12, 2012, 12:01:21 AM »

Nice.

I think I managed to block an arrow by throwing a knife the other night. I think that's perfectly acceptable though. Right?
Yes. That sounds awesome.
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Bandreus
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« Reply #1241 on: October 12, 2012, 01:39:38 AM »

I don't really have much to say other than the amount of care and tiny details which went into this game made RR go insta-classic within my gaming-heart right from the get go
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Rumrusher
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« Reply #1242 on: October 12, 2012, 06:08:30 AM »

If I had any talent in manipulating the game and gif editing I would so remake the Justin vs Daigo match in red rogue.
« Last Edit: October 12, 2012, 01:19:07 PM by Rumrusher » Logged
Bandreus
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« Reply #1243 on: October 12, 2012, 06:27:30 AM »

If I had any talent in manipulating the game and gif editing I would so remake the Justin vs Diago match in red rogue.

obviously meant Daigo there, and for the (few) ones not knowing what he's talking about:


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st33d
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« Reply #1244 on: October 14, 2012, 10:29:05 AM »

Update 452

fixed being able to shoot whilst asleep
fixed protection modifier
protection and thorns are now rendered on characters
mimic form steal attack now works wearing a mimic face
werewolf attack now penetrates face armour (unless face armour is werewolf)
healing boon from rng now heals minion if present

the mimic face ability is odd in that you stay a mimic and change the form underneath, allowing one to farm forms
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ElVaquero
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« Reply #1245 on: October 14, 2012, 12:13:43 PM »

Update 452
werewolf attack now penetrates face armour (unless face armour is werewolf)

I love videogames.
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notsoinsaneguy
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« Reply #1246 on: October 25, 2012, 05:18:32 AM »

Just wanted to say that the game is friggin' great, thanks for putting it out there.

Also, I've noticed that you can unequip cursed thrown items by equipping a bow, and can unequip a cursed bow by equipping a thrown weapon. Is that intentional?
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st33d
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« Reply #1247 on: October 25, 2012, 05:23:13 AM »

Thanks for this. Will fix that. Currently taking a break from developing the game so I can polish it with "fresh eyes". Will return to work on it next week I think.
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st33d
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« Reply #1248 on: October 31, 2012, 02:59:46 PM »

Update 454

Fixed being able to circumvent cursed items with throwing weapons and bow weapons.
Reduced number of levels again (each zone up to chaos now has three levels - one of them randomly reduced to 2 levels).
Grindstone xp reduced to 1/2 xp per hit.
Rewrote some wall writing and dreams.
A type of rune will now stay identified if it is left in the underworld or overworld, so by hoarding runes you can beat the identification game (like in Shiren the Wanderer). The effect lasts only whilst that type of identified rune is in one of those areas. (Please let me know of any bugs with this because this was really hard to put in.)

Level reduction had to be done. Four levels is too long for a zone. Two is a bit of a shock, but you don't really mind it. The game is a lot shorter than I originally planned but I'd rather make a short good game that doesn't outstay it's welcome than pad it out.
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killozapit
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« Reply #1249 on: October 31, 2012, 03:55:22 PM »

I kind of think the number of levels in a zone should be adjustable actually, or maybe something like Binding of Isaac where the game gets longer and harder when you beat it a few times.
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st33d
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« Reply #1250 on: October 31, 2012, 04:06:08 PM »

Probably not a bad idea when you become the immortal actually.
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st33d
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« Reply #1251 on: November 02, 2012, 01:06:25 AM »

Okay, uploaded that change now.

After you've ascended the zones will all be randomly one level longer and the monsters will all be one experience level higher.
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st33d
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« Reply #1252 on: November 08, 2012, 03:53:12 PM »

Currently uploading a build with the final batch of sounds all in.
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st33d
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« Reply #1253 on: November 10, 2012, 07:24:20 AM »

Now filming the trailer. I've made a special zoomed in 640x360 (youtube scale) version of the current build. I'm going to try to film as many spectacular deaths (of anything) as possible.

If you'd like to join in there's desktop executables of the trailer build. It's much harder to play because it's zoomed in and there's no UI apart from the menu. But you get much more cinematic killing footage.

https://www.dropbox.com/s/8d4f02v868um16m/redrogue640x360.app.zip
https://www.dropbox.com/s/wjmqpj8x1gxop8k/redrogue640x360.exe
https://www.dropbox.com/s/xvv1cmxzx3f7j74/redrogue640x360.swf
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st33d
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« Reply #1254 on: November 14, 2012, 02:01:55 AM »

Note to self - add a random amount of levels to items with the XP rune, bit too underpowered otherwise.
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st33d
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« Reply #1255 on: November 15, 2012, 01:14:02 AM »

Okay. Fuck the trailer. I tried out a sketch of my idea with Garageband and Screenflow (2 of the easiest sound and film editing tools on OSX) and it's going to take a month or so of polish and re-edits for me to do anything that isn't shit.

Red Rogue is being released in 2012. Final. I'm going to concentrate on getting everything ready for release instead.

WARNING: THE WEBSITE VERSION OF RED ROGUE WILL BE TAKEN DOWN

I will upload downloadable versions with the next update (pre-release). The website is going to become a resource page of links to downloads and to copies of the game around the web.

ANYONE GOT LINUX?

I don't have linux, but if you do then you could help me get a linux build made. It should be very simple if the Windows and OSX method of making a desktop executable is anything to go by. Msg me if you're interested in helping out.

RELEASE DATE: TUESDAY 4TH DECEMBER 2012

That's the day after London Indies. I intend to have a mighty hangover.

(note to self: flush temporary static physics objects between levels)
« Last Edit: November 15, 2012, 04:44:47 AM by st33d » Logged
coupon
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« Reply #1256 on: November 15, 2012, 01:35:20 AM »

RR has bought many hours of fun. Great stuff.
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« Reply #1257 on: November 15, 2012, 06:32:13 AM »

st33d, I got Linux, but I don't understand, why you are taking web version of the game down, and why you want to make a desktop executable and not just distribute the .swf instead.
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DustyDrake
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« Reply #1258 on: November 15, 2012, 11:56:09 AM »

WARNING: THE WEBSITE VERSION OF RED ROGUE WILL BE TAKEN DOWN
D: But why?
Why not keep it a separate page of the site?
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st33d
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« Reply #1259 on: November 15, 2012, 01:04:49 PM »

Bandwiff.

Also, my current host changed hands recently. They're not great. Last time someone linked to me on reddit the site was completely unresponsive. I don't want that on launch day.

There will be links to Newgrounds, Kongregate, desktop versions for all OSs, a zipped swf should people want to host it themselves, source code, assets, etc.

Should lightning strike me down after launch day, Red Rogue will live on.
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