Show Posts
|
|
Pages: [1] 2 3 ... 5
|
|
1
|
Community / A Game by Its Cover / Re: [AGBIC] whale of noise [FINISHED]
|
on: July 10, 2010, 12:19:40 AM
|
|
Increpare, seriously, how do you come up with so many good game ideas so fast? I probably haven't come up with something as good as your worst idea, in years of thinking. I would love for you to share a little bit of your creative process with everyone.
Great game.
|
|
|
|
|
8
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO) [FINISHED...ish]
|
on: January 11, 2010, 09:35:47 AM
|
|
Okay, maybe this disqualifies me, but I fixed all the bugs:
* Pets follow you again. Durrr. * Damage messaging is fixed. * Tombstone labels/descriptions are fixed and now show who killed the monster. * Monsters not chasing - this was hairy but I fixed it. What happened was there was a crash bug in the monster heartbeat code, and when that crashed, it crashed out the main heartbeat queue so everything in the game stopped getting heartbeats (e.g. monsters would just sit there.) I fixed the crash bug and made sure that heartbeats will always happen even if a crash occurs during one particular heartbeat.
Thanks Niko.
|
|
|
|
|
9
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO) [FINISHED...ish]
|
on: January 11, 2010, 08:12:00 AM
|
Niko... UGHHHH.. thanks. I knew I was too tired/rushed to throw all that code out at the last second. These are really dumb bugs: * The pet not moving thing -- I commented out the pet moving code, no idea why. * The damage message thing, I forgot the word "by" so it's extremely misleading. * Monsters not chasing, well, that's just a hairy bug that I have no clue about unfortunately. So, eh, are we allowed bugfixes in this competition? 
|
|
|
|
|
10
|
Community / Assemblee: Part 2 / Re: Finished Entries
|
on: January 10, 2010, 11:37:29 PM
|
 <td style="width: 350px; vertical-align: top"> <strong>Hubris Quest Online</strong><br/> <em>code by SimpleSyrup, art by Oryx</em><br/> <a href="http://hubris.simple-syrup.info">Download</a>, <a href="http://forums.tigsource.com/index.php?topic=9642.0">Thread</a> </td>
|
|
|
|
|
11
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
|
on: January 10, 2010, 11:30:07 PM
|
Latest build is up. 3 hours is not enough time to implement combat and interesting results. Wish I could have made it farther in the compo. Sigh, double sigh, triple sigh. Family, holidays, sickness, kids, real job - wow, it sure is a lot harder to get free time to code than when I was in my 20's! GAME: http://hubris.simple-syrup.info/F.U.Q.: http://simplesyrup.pbworks.com/Hubris-Quest-Online-FUQFinal compo build (795) -- * Added weapons (you spawn with one) * Hit 'E' to equip your weapon * Hit space bar to attack with your weapon * Added attack + damage effects (blood splat and melee swing) * Added monsters * Spawned 100 monster camps around the world * Monsters give a pretty good chase, without using any real pathfinding. * Monsters are self-separating (will not pile into a single tile) * Attack monsters till they die and they will turn into tombstones. This is your sole reward. Sorry! * You can't die. Well, hopefully this game will get more interesting in the post-compo state. I created a new thread here to follow it in its afterlife: http://forums.tigsource.com/index.php?topic=10404.0. Strike that. I'll continue Hubris Quest discussion on this thread. Thanks to everyone for their feedback!!!
|
|
|
|
|
15
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
|
on: January 08, 2010, 04:48:15 PM
|
@rszrama - hah, maybe I should get some TIGsource affiliate signup revshare? Anyway, thanks for the feedback! re: resolution, no fullscreen yet, if it's possible with Flash i definitely want to try. i'm a bit of a flash newbie (this is only the second thing i've ever done in flash, and the first thing i've done in as3 and flixel). re: z-sorting - fixed now. re: double-tap to target underfoot -- it's a good idea. re: key layout, just gonna go for what's intuitive right now versus optimized (because i'm not sure what to optimize for yet). re: defaulting for only one option - yes definitely needs to happen. re: idling -- yes, you are booted after 5 minutes. @niko - i think most of your points were addressed (overlap and coords). you're right that i do need a load test. (I don't think a lot of items will hurt, but a lot of pathfinding AI might). re: the blank lists, i agree, very annoying, i will fix that. @niko (later post) - you're a pretty crafty tester!  that IS the behavior i expect from the pet though. explanation: pets don't teleport by design right now. next, the pathfinder aborts any paths longer than 50 units or so, so when you get away from the pet, it just stops and waits for you to come back. when you re-entered the pet's space, he pathfinded (pathfound?) to where you were at that moment. right now, nothing interrupts a pet when he's on his path. they don't reevaluate their path over time. so he got to where you WERE and then repathed again to where you were now. not desirable behavior at all, but fledgling behavior. i solved this problem in the past in some shooters I worked on, but it's a lot easier when there are only a few AI. i'm trying to think about how to make this work in a much larger scale right now. and yep, i need to target the examine message depending on the owner. @rszrama (later post) - heh. you're giving me some interesting ideas. i was thinking that you could kill your pet for meat (you know, if you're starving or something). then i thought about what would happen if you fed pet meat to the same species of pet -- basically creating a cannibalizing pet, which could be kind of fun. re: runes, no, i purposely made the pet not follow you through the rune right now. mainly to test what happens when you get really far away from your pet.
|
|
|
|
|
16
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
|
on: January 08, 2010, 01:28:03 PM
|
Two minor updates that I wanted to throw out there. First, as always, the links: GAME: http://hubris.simple-syrup.info/HELP: http://simplesyrup.pbworks.com/Hubris-Quest-Online-FUQ1. Sorted tile rendering so players always render on top of items, runes, etc. 2. Added pets. I was starting to work on mobs, and needed to test pathfinding so I created simple pets that will chase you around. To create a pet, enter chat mode (via '/') and then type '/spawnPet petname'. (petname must be all letters, no spaces numbers etc) They will basically follow you around (if you get about 50 spaces away from them they'll stop until you come back. They die when you disconnect. I'll try to respond to everyone's feedback when I get a chance tonight. Thanks guys!!! P.S. SirNiko, you can check your coords by typing /coords into chat (e.g. hit / and then type /coords)!
|
|
|
|
|
18
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
|
on: January 06, 2010, 02:09:51 PM
|
Update! - http://hubris.simple-syrup.info/Build 722 - Certain items are now usable. Hit the 'U' key to use an item.
- Added a new location, "Abbey of the Rock". There's a teleportation rune to it in the guildhall in the main town.
- A bunch of internal refactoring not interesting to anyone.
- Got rid of the cursor in the play state.
- Fixed a bug where every object on the client was getting an update at 13hz whether it needed it or not.
Go check out the teleportation runes 
|
|
|
|
|
19
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
|
on: January 06, 2010, 06:37:25 AM
|
|
Mikademus - Thanks for the reminder on the locale issues. I just checked and I'm able to easily put my Mac into Swedish keyboard mode and reproduce the issue, so I should have it fixed next build (I hope?). (PS: I did find that in Swedish keyboard mode, I could chat if I hit Shift-7.)
Good point about underfoot. Another possible option - just glom everything around you and under you and present them in one list, without bothering to talk about direction. Might speed things up, but may also make it confusing as to what you're going to interact with. Probably not a good idea I guess.
|
|
|
|
|
20
|
Community / Assemblee: Part 2 / Re: HUBRIS QUEST ONLINE (MMO)
|
on: January 06, 2010, 06:04:48 AM
|
Sar - hahah, thanks for the awesome writeup! Yeah, the world is 2000x2000 now whereas it was previously 200x200, so it's 100 times bigger. There are also some islands that you haven't seen yet. When we get to having awards/achievements, you can have the Circumnavigator one  Regarding the feedback, I definitely intend to allow you to take/examine/etc directly underfoot. It was kind of an oversight. I found some leafy greens in a crag near your beans and couldn't get them.  I was thinking <space> or '.' to specify "underfoot". Thoughts? As far as drop goes, there are some movement glitches right now, and occasionally the client is a step ahead of the server for some reason. The drop location is dictated by the server. (Everything is controlled by the server... I'm definitely focusing heavily on preventing any form of client side cheats as I go along). I do agree that something more interesting happening with the view would be nice. I don't think I will distort it that much. And I don't want a strict Roguelike LOS. But I might want some ambient effects with light, time of day, etc. I'm not sure really. Anyway, that kind of thing will be much further down the road. Thanks for your comments and the time spent playing! I took a screenshot of your name to preserve it for posterity! 
|
|
|
|
|