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TIGSource ForumsCommunityDevLogsSkelethon - DEMO Available
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Keops
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« Reply #20 on: March 28, 2014, 04:53:56 PM »

ooh I like this, a lot. I love roguelikes, and I love procedural stuff, and I love skeletons!

Here's a Skellycookie for you (hope you like choco chip).



Following!

EDIT: Oh, and what are you using to make this awesomesauce? GM?
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mickmaus
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« Reply #21 on: March 28, 2014, 06:25:59 PM »

It's game maker (sigh). It's great but the custom file loading and room grids were a pain in the ass. I'm on game maker mac (7) so its extra brutal. Wondering if I can do an html5 compile when im storing data in external files...
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Rat Casket
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« Reply #22 on: March 31, 2014, 10:55:51 AM »

show me more game

Blink u Blink
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ghoulkid86
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« Reply #23 on: March 31, 2014, 11:08:12 AM »

spawning enemies ... woops

This should be the game
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mickmaus
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« Reply #24 on: March 31, 2014, 12:32:50 PM »

playtest coming today!! (tomorrow ? ? ? )
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mike_w
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« Reply #25 on: March 31, 2014, 02:12:37 PM »

Yesss this looks awesome! I also started a 7DRL but I didn't finish it (or at least get it to a state I considered finished enough for the jam) so I'm working on it as a thing now too!  Also it involves ghosts, but I think that was just a coincidence. I did write "skeletons, maybe" in my design doc.  Who, Me?

Your level generation stuff has seriously inspired me though. I am just using random walk to generate it (http://en.wikipedia.org/wiki/Random_walk) and it produces decent enough results but it's really unpredictable and can make some weird looking levels. I may go with some kind of combo but I am pretty psyched to put some more work into it now.
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mickmaus
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« Reply #26 on: March 31, 2014, 02:45:19 PM »

terrain / level generation is a really fascinating thing to study. balancing compute time, insurability of output and the actual 'fun' of a structure is difficult. Using perlin noise is one of my favorite lazy techniques, although not really applicable for discretely connected rooms.
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SolarLune
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It's been eons


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« Reply #27 on: March 31, 2014, 07:17:56 PM »

Hello. If you're finding GM to be trouble, you could try Enigma-dev, which is an open-source Game Maker clone that (I believe) can open GM files. Seems more cross-platform friendly, though I think their Wiki discourages general Mac use, haha. :p

Also, your random level generation's interesting. When I mess around with random level generation, I use a node-and-hall method (though I don't know the "real" name for it or if it's sufficient). Basically you create an empty grid, place a few nodes on it (outside of a certain range of distance between each one), and connect each one to at least one other. By changing how many nodes each node is connected to (i.e. one-to-one other, one-to-all, one-to-a-specific-one), you can change how the output works. Making large rooms out of the node positions is also simple.

Anyhoo, this game looks pretty cool. The skeleton reminds me of Earthbound in just how absurd and nonchalant it seems. I want to make an action rogue-like of my own too, so this looks pretty interesting. Keep it up!
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mickmaus
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« Reply #28 on: March 31, 2014, 08:37:25 PM »

Hello. If you're finding GM to be trouble, you could try Enigma-dev, which is an open-source Game Maker clone

I was literally just saying earlier today 'if they'd open source game maker i'd learn enough c++ to fix the damn thing'. WELP!

Re nodes, If I had it to do over again I'd probably do a method more like that, create a skeletal floor with a few random fingers off of the main track.
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mickmaus
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« Reply #29 on: March 31, 2014, 11:46:44 PM »

I was hoping to have a demo up by tonight but UI stuff stopped me Sad

Here's a placeholder title
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ghoulkid86
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« Reply #30 on: April 01, 2014, 01:05:36 AM »

Aww, shame.. Was looking forward to trying it out.

Fan art title


Smiley
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mickmaus
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« Reply #31 on: April 01, 2014, 09:11:00 AM »

Fan art title


*gently weeping*
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mickmaus
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« Reply #32 on: April 02, 2014, 10:21:36 AM »



Up next, autotiling logic for doing the tops of walls. I'm 99% sure I can use the same code that figures out what room style and rotation to place on these individual tiles. The logic counts the number of connected tiles (or exits for room code) and then infers the rotation of the L T or + shaped piece. SOON

Using this as a greater reference although it includes fancier corner pieces than i'm going to be using.
« Last Edit: April 02, 2014, 10:27:35 AM by mickmaus » Logged

alvarop
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« Reply #33 on: April 02, 2014, 01:47:33 PM »

can I dance too please?
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mickmaus
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« Reply #34 on: April 02, 2014, 02:15:08 PM »

sure thing









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alvarop
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« Reply #35 on: April 02, 2014, 04:09:17 PM »

oh yeah baby

On a more serious note, this game has "something" that I love. I can't really put my finger on it. It's not only the protagonist... there's something else. Maybe its simplicity?
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mickmaus
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« Reply #36 on: April 02, 2014, 04:46:34 PM »

its going to suck be really simple yeah, even though it's taken me weeks you should view it as a made in seven days kind of game. Smiley
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mickmaus
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« Reply #37 on: April 03, 2014, 10:48:57 PM »

AWEEEEYEAH
  • MACRO GENERATION: DONE
  • AUTO TILING: DONE
  • NEW WEIRD PURPLE WEAPON THING: ALMOST DONE

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Rat Casket
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« Reply #38 on: April 04, 2014, 07:14:55 AM »

man that screenshot really shredded the purple thing
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mickmaus
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« Reply #39 on: April 04, 2014, 08:46:40 AM »

Cave Story Pixel Trophy For Worst TIG Source Screenshot

Guys I cant believe i won  Screamy
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