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« on: March 29, 2013, 12:03:47 AM » |
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« Last Edit: October 24, 2015, 06:13:48 AM by Gabriel Verdon »
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nikki
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« Reply #1 on: March 29, 2013, 12:25:07 AM » |
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so is there more to do then pressing '3' and quitting at the moment ?
grumble have to uninstall thhis now
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nikki
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« Reply #2 on: March 29, 2013, 12:41:38 AM » |
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well it can go from here to every possibility now.
cheers for the zip. i'll wait a while.
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st33d
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« Reply #3 on: March 29, 2013, 03:12:28 AM » |
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yay!
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nikki
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« Reply #4 on: March 29, 2013, 04:00:17 AM » |
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check out roguebasin must be something usefull for the taking there.
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Superb Joe
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« Reply #6 on: March 29, 2013, 06:26:50 AM » |
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i'm making an action roguelike based on steven seagal's Under Siege 2: Dark Territory where you must use your wits, cunning, girlish gait and trapping hands to defeat the bad guys on randomly generated trains. not all trains are created equal! some harder than others. some trains impossible! i call it Under Siege 2: Dark Territory
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s0
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« Reply #7 on: March 29, 2013, 07:29:21 AM » |
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ya roguebasin is your go-to resource.
i could do a little writeup on what i did for my game if you're interested.
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s0
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« Reply #8 on: March 29, 2013, 02:09:41 PM » |
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@C.A. Sinclair Yes definitely! I was actually looking at Rogues' Souls earlier for ideas.
thanks im flattered!  i ended up posting the writeup on my devlog because i didnt want post a wall of text about my own game in your thread. here it is: http://forums.tigsource.com/index.php?topic=26781.msg868548#msg868548TL;DR: generate basic branching path structure, fill structure with predesigned level chunks, connect level chunks, place monsters and loot, place keys for locked doors, done.
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Greg Game Man
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« Reply #9 on: March 30, 2013, 05:24:42 AM » |
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fucking hell you are good at painting roguelike looks cool too
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Aquanoctis
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« Reply #10 on: March 30, 2013, 09:39:36 AM » |
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Sweet, nice to see you back into making games. The wiki for GMStudio is pretty useless. Has it changed enough since 8.1 to require new documentation?
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Aquanoctis
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« Reply #11 on: March 30, 2013, 01:57:32 PM » |
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Cheers! And I'm sure there'll be alternatives for those functions, they were quite useful. I hadn't even realised that gml was actually a proper scripting language now in Studio. Bit of a step up, hopefully things will run faster now!
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Ant
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« Reply #12 on: March 31, 2013, 02:31:11 AM » |
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Yeah most of the obsolete functions where to make multiplatform support smoother so there isn't usally an alternative outside of extensions. Some functions were also partially removed because they are getting a substantial overhaul, audio and particles being the main ones. There's a list of obsolete functions here. By the way, really nice website! It's been upgraded since I last saw it. Indeed, your image fading script is a right gem. Is that just straight CSS code? Hope you don't mind if I were to pinch and play with it.
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Aquanoctis
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« Reply #13 on: March 31, 2013, 05:46:49 AM » |
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Sure, go for it! And yup, all css.
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s0
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« Reply #14 on: April 01, 2013, 08:24:00 AM » |
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welp, GM8 isn't exactly great with the error messages either. there are a handful like "error in function real()" and "data structure does not exist" where they don't even show you which piece of code the error happened in for w/e reason. btw, glad you found my writeup helpful 
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C.D Buckmaster
Level 7

Death via video games
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« Reply #15 on: April 02, 2013, 05:34:37 PM » |
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I love those gifs that show how your algorithms work, they seem to create some pretty interesting levels.
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AnthonyBongers
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« Reply #16 on: April 02, 2013, 05:40:42 PM » |
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This game looks fuckin neatttttt. I like your cellular automata pools being laid over the level. Cool idea.
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Trystin
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« Reply #17 on: April 03, 2013, 10:10:38 PM » |
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Watching this ever so closely, can't wait to see your art applied to this (with an Archer vibe possibly?) The terrain generation is looking great as well. 
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jO
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« Reply #18 on: April 03, 2013, 10:53:19 PM » |
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This is coming together nicely. The line of sight already looks really good and juicy.
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Aquanoctis
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« Reply #19 on: April 04, 2013, 01:47:03 AM » |
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What method are you using for the lighting? Looks tile based...?
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