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1411319 Posts in 69331 Topics- by 58384 Members - Latest Member: Winning_Phrog

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41  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 30, 2012, 04:24:12 PM
I think the new tilesets are a vast improvement, because your game's mechanics suit the high level of detail.

Your game is about order and focus and detail. It's turn-based. There's lots of planning and menus. High-detailed visuals suit that, I believe.
Thank you.
But the fact that the new tileset slows - kills any advantages from it.

Have you tried of having the graphics at a 1x1 scale in .BMP format, and then scaled to 2x resolution when drawn?
This is how works the faster version. With old tileset.

But if increase in the 2x2 image with a new tileset - on the screen will too few units, very little information about the game world.

42  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 30, 2012, 03:47:16 PM
Personally I like how vibrant the old tiles are and it seems unnecessary to spend your time working on replacing something that's already functional.
But to refuse new tiles, who invested so much in the work - I do not want.
Therefore, I do not know what to do.

Maybe leave a mix of new and old tiles?
But this is not improve speed.

1. How does this degrade performance?
4 times as many pixels - 4 times longer drawn.
4 times worse than fall into the processor cache.

The point is especially in my soft-render engine. It will not work fast.

just seen this  Shocked

following...
Gentleman
43  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 30, 2012, 08:12:49 AM
To all.

In the picture a new version of the tiles - the top.

So, the problems:
1. New tiles degrade performance.
2. In the new tiles invested a lot of energy and therefore do not want to roll back to the old version.
3. New tiles do not look perfectly like the old.
4. New tileset will cut a couple of weeks and even months. All this time will not the other news about the game.
5. I do not know what to do with all this ... What do you suggest?
44  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 29, 2012, 11:34:52 PM
It looks a lot better! I like the lower quality version a lot.
I do not quite understand: of these two options you like a lower version?

Then I should not draw a new graphics.  Smiley
45  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 29, 2012, 06:03:20 PM
Slowly make a new texture pack.
I will be glad to hear some feedback: picture is better? Whether to continue to do it?
Criticism?




JobLeonard
Perhaps you're right. Just added contrast to these stones.
Smiley
46  Community / DevLogs / Re: Screenshot Saturday on: September 29, 2012, 05:55:36 PM
In creating a new textures pack...
47  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 26, 2012, 08:08:33 AM
And continue to redraw the tiles...

48  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 24, 2012, 04:51:33 AM
ThePortalGuru, Belimoth, kurtss, tchassin, thank you!
So, I'll try to redraw all tiles. There, however, they are already very much. So a lot of work.

I kinda forgot what button to shut up the hero, wasn't it the spacebar?
Now his remarks take up much less space, so I removed replicas hiding.
Do they still have irritating?

I'm not sure, will it still run on my netbook in the high res version? Durr...?
Must work! True, the speed will drop slightly.

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Continue to redraw tiles.
If interested, how much work is left - look in the folder textures in the game.


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49  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 23, 2012, 09:09:17 AM
Done, it actually runs fairly smooth. Considering it's running in Wine on a really old netbook that's not bad at all Smiley.

Walking around, digging, setting ladders/planks and trying to figure out how to use that smelter...
Sounds great! Thanks!
Coffee

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And I'm thinking about how to increase by 4 times the number of pixels in the gaming graphics.

picture:

What do you think about this? Is it worth it? Players like this?

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50  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 22, 2012, 09:22:33 AM
JobLeonard
Most likely, your wine configured to run in a small window. So he cuts off part of the picture, and you can not see the button to start a new game.

In general, the game is fully tested and is operational under wine.

What you can do:
1. Reconfigure wine, for it runs in full screen. (Best variant.)
2. Reconfigure my game to make it work in a small window. True, this is a bad option: your resolution now is 1024x600, and already very small.
51  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ (22 Sep build) on: September 22, 2012, 07:02:24 AM
Sorry, in a month or so when my new laptop arrives I'll finally be able to give this a try, but for now my old, old netbook here won't be able to run it.
Have you tried the new build on this old netbook? Tell me, please, the configuration of this computer and what happened?

For me it is important. Thank you!
52  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ on: September 22, 2012, 06:03:11 AM
YES.
Oh, great! If there is a player, then I upload a fresh build!

Zip Archive:Link to 22 Sep English build

Coffee
53  Community / DevLogs / Re: А game. ___ (roguelike+craft+evolving world+platformer) ___ on: September 22, 2012, 04:15:55 AM
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Please write, does someone you interested in a new build of the game?
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Compared with the previous version of 15 August a lot of changes.  Evil

Seriously. Noir
54  Community / DevLogs / Re: The game of my dream on: September 16, 2012, 06:24:22 PM
Question to all visitors: what is missing in the game? What made you personally to download and play till you drop?

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In recent days, such things did:

1. Make the window of active effects that affect the hero. Effects can already be about 20, so the window was necessary.

2. Underground dwarfs can now build the treasury. Is rare, and is difficult to entrance into it. But inside can be a very rich loot.

3. Many of the creatures drop a special loot.
Mummies, mages, and Pharaoh - rods.
Dwarfs - picks, scrolls, whatever.
Scientists - resonator, suit, boots, wing, helmet.
Smith - different swords.
King - a steel sword, gold bars.

4. Remade system of fights.
Previously, it was - the whole fight in one move. Now the fight is for a lot of moves. It gives you that during the battle you can do something.

5. Now the creature has health and its indicator. Previously, it was only the state is alive \ dead.

55  Community / DevLogs / Re: The game of my dream on: September 10, 2012, 12:53:09 PM
nice, I like the random effects and the UI work.

do you have any plans on allowing a windowed game and/or resolution changes, or is it too early for stuff like that?
Windowed mode already possible to activate in the configuration file. (INI)
And the resolution in full screen depends on the resolution of your monitor.

You think, better let the user choose the resolution?


sk2k
Coffee
56  Community / DevLogs / Re: The game of my dream (15 Aug version) on: September 10, 2012, 02:03:35 AM
HyperDuckChris
louisdeb
Thanks! Great to hear that!
Over colors I worked very long, in fact.

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Some of the changes in recent days.

1. Added unique properties for some items. Positive and negative, now 18 properties. Can randomly form something like a "brick, preventing hunger and reduces the maximum health of the hero when equipped." Just think about it: equip a brick!  Evil

2. Corpses and some other units do not hang in the air and fall down.

3. Improved the speed of the game on some systems.

4. Corrupted sand. Gradually, with the progress of the game, he captures all level. Made this sand for prevent "farming" on the map for too long and there was a need to go to the next world. Many of the materials to protect against the spread of this corrupted sand, so that your player will be able to secure the house. The sand is deadly but can be founded a resist to it.

5. Did the curse of the Black Dragon. Appears if you kill the Black Dragon without resist for curses. The player will not be able to healing with rum, and have to eat the corpses for healing. Curse of the constant, but there is a plus: it heals thirsty. Do not kill the Black Dragons to resist without curses. Grin

6. All game windows placed on the new positions. Tip by block does not block the main screen, a message box is much larger, there was a window of inventory on a regular basis.


57  Community / DevLogs / Re: The game of my dream (15 Aug version) on: September 01, 2012, 01:49:01 PM
7. Poet now can affect creatures by poetry readings.
My Word!
 Gentleman
It is close to the concept of the bard in D&D.

Well, I thought so. Smiley
58  Community / DevLogs / Re: The game of my dream (15 Aug version) on: September 01, 2012, 11:55:00 AM
Here for a long time did not write. The project is actively developed, many introduce fundamentally new. I think it will show a new short list for the last few days.

1. Raising the protagonist. Along with this a) change the world, and b) there are new enemies, and c) a lot of bonuses for protagonist.

2. Ability to to draw on the back of the cave.

3. Select starting bonus at the beginning of the game.

4. Game mode until the first death. As in the classic roguelike.

5. Item: Star save lives. Save the hero if he is close to death.

6. Item: tablet experience. Mined in battle with powerful monsters.

7. Poet now can affect creatures by poetry readings.

8. Altars of the gods of nature and war. They are built by dwarfs.

9. Portable teleport to home. Very valuable innovation!

10. New wands and magic: a) random polymorph, b) a cloud of fear,) magic of friendship, d) wall up, d) a doubling of the ore, e) teleport forward e) Rod of collapse.

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Picture of my wall-paintings. Under the house, in caves painted the dragon, killed by spears.

59  Community / DevLogs / Re: The game of my dream (15 Aug version) on: August 19, 2012, 06:04:32 PM
Can I turn off the mouse-hover pop-up that says things like, "limestone," "rabbit," and so on? That seems like a feature I'd only want on some of the time.
Yes, you can. Press a space bar two times for disable some bothering windows.

And yes, if someone of you have suggestions for the interface, I listened with interest.

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Right now, I am creating the game statistics.
Picture:
60  Community / DevLogs / Re: The game of my dream (15 Aug version) on: August 19, 2012, 12:40:57 PM
Prehistory.
Often there are complaints: all too slowly, routinely. What, then thought smart I, maybe I am can try to fix it?

Thus, the pre-installed:
a) The game should be faster. Faster events, achievements and failures.
b) It shall bruise the player, causing no sleep. Simply put, hardcore.

So what I try to take measures to speed up and revitalize the game.

A. Thirst is urged! Search, or die.
1.a. Speed ​​of onset of thirst will add 4 times.
1.b. But one of the acorn can produce five barrels of rum instead of one.

2. There are no dull empty caves. Life is everywhere.
2.a. The initial number of monsters will add a factor of 1.5.
2.b. Monsters begin to pursue the player with twice the distance.
2.c. And die of overpopulation is 1.5 times less.

3. Rare artifacts and do not roll underfoot. Rare item - let it be a really big success.
3.a. The number of rare and artifact blades in bags and chests, reduce 3 times.

4. Saves do not give a recorded frequently. Play and survive with no saves!
4.a. Reduce the number of Save-books at the start of the heroes of 1.5 times.
4.b. Number of the Save-books in bags and chests reduced in 2 times.

5. The gods finally woke up.
5.a. Accelerate change in the attitude of the gods three times. As in the positive and the negative side.

6. Say no tedious search of ore.
6.a. Smelting recipes now require a 2 times less ore.

7. Objective - to diversify the impact player on the enemy.
7.a. To give all the characters at the start of the powder, so that they have in stock a bomb. This option - to blow up the enemies.
7.b. Transform the jump, so that in a stock, each character was jumping five to ten at the start. For option - an emergency escape from the battlefield.
7.c. Allow the heroes to put the bricks right from the start. A limited quantity. This option - to bar the enemy. Or herself from the enemy.
7.d. Writing to the heroes at the start of a bit of armor. Just three to five fights. Armor used by the player chooses, and he will be able to facilitate the selection of a few melee fights. Few melee fights easier.
7.e. Create a recipe for crafting and issuing a few rods when you start to teleport. We provide an option to escape from the enemy.
7.f. Create a recipe and when you start to give a few rods to collapse around the cave. Give yourself the option to suffer, but to kill enemies, after covering them with stones on top.
7.g. Create a recipe for installing a particularly powerful bomb. We provide an option to kill the high cost of powder refractory and powerful enemies.

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Today, made interface more easy.
1. Over those enemies that can fight on the blades - over two crossed swords mark.
2. The recipes show the number of current items.
3. The recipes show a lack of items.
4. The recipes will now have a block pictures, not just items. That is, forge, for example, painted icon.

Picture (sorry, in Russian):

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