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TIGSource ForumsCommunityDevLogsRed Rogue
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Author Topic: Red Rogue  (Read 245506 times)
st33d
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« Reply #300 on: July 22, 2010, 11:09:46 AM »

Okay, now it's updated.
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JackieJay
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« Reply #301 on: July 22, 2010, 04:29:31 PM »

Looks epic ! *Downloading demo

edit:Oh wait it's a flash game. Cooool, I'll give my feedback once I'm done playing.
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Rumrusher
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« Reply #302 on: July 23, 2010, 01:32:05 AM »

Code:
WELCOME ROGUE
PICKED UP RUNE OF ?
MINION EATS RUNE OF LIGHT
KOBOLD PUNISHED BY CRUSHING
KOBOLD PUNISHED BY ROGUE
KOBOLD PUNISHED BY CRUSHING
KOBOLD PUNISHED BY SKELETON
KOBOLD PUNISHED BY ROGUE
ROGUE TORE OUT A KOBOLD HEART
PICKED UP DAGGER
KOBOLD PUNISHED BY ROGUE
PICKED UP DAGGER
MINION EATS KOBOLD HEART
TELEPORT TRAP TRIGGERED
TELEPORT DART HITS ROGUE
TELEPORT TRAP TRIGGERED
TELEPORT DART HITS ROGUE
KOBOLD PUNISHED BY ROGUE
KOBOLD DECAPITATED BY ROGUE
KOBOLD PUNISHED BY ROGUE
ASCENDED TO OVERWORLD
SAVED GAME DATA
WELCOME TO LEVEL 2 ROGUE
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH ABANDONED
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
WELCOME TO LEVEL 3 ROGUE
WELCOME TO LEVEL 4 ROGUE
DESCENDED TO LEVEL 1
SAVED GAME DATA
KOBOLD PUNISHED BY SKELETON
DESCENDED TO LEVEL 2
SAVED GAME DATA
GOBLIN KILLED BY ROGUE
GOBLIN KILLED BY ROGUE
PICKED UP FLIES
AND RUNE OF LIGHT
KOBOLD PUNISHED BY ROGUE
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
1 DISCOVERY
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
KOBOLD PUNISHED BY SKELETON
GOBLIN KILLED BY ROGUE
KOBOLD PUNISHED BY CRUSHING
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
2 DISCOVERIES
GOBLIN KILLED BY ROGUE
MINION EATS RUNE OF LIGHT
POISON TRAP TRIGGERED
GOBLIN KILLED BY ROGUE
POISON TRAP TRIGGERED
POISON DART HITS SKELETON
PIT TRAP TRIGGERED
ROGUE EATS KOBOLD HEART
BEGINNING SEARCH, PLEASE STAY STILL...
KOBOLD PUNISHED BY SKELETON
SEARCH COMPLETE
1 DISCOVERY
GOBLIN KILLED BY ROGUE
PICKED UP FEDORA
POISON TRAP TRIGGERED
POISON TRAP TRIGGERED
POISON DART HITS ROGUE
PICKED UP RUNE OF ?
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
DESCENDED TO LEVEL 3
SAVED GAME DATA
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
3 DISCOVERIES
PICKED UP DAGGER
ORC BEAT BY CRUSHING
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
ORC BEAT BY SKELETON
KOBOLD PUNISHED BY ROGUE
GOBLIN KILLED BY ROGUE
KOBOLD PUNISHED BY ROGUE
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
1 DISCOVERY
GOBLIN KILLED BY CRUSHING
GOBLIN DECAPITATED BY ROGUE
SAVED GAME DATA
DESCENDED TO LEVEL 4
SAVED GAME DATA
ORC BEAT BY CRUSHING
ORC BEAT BY SKELETON
KOBOLD PUNISHED BY ROGUE
PICKED UP RUNE OF ?
MINION EATS RUNE OF HEAL
+ FEDORA ENCHANTED WITH RUNE OF HEAL
GOBLIN KILLED BY ROGUE
KOBOLD PUNISHED BY SKELETON
GOBLIN KILLED BY SKELETON
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
2 DISCOVERIES
ORC BEAT BY ROGUE
DESCENDED TO LEVEL 5
SAVED GAME DATA
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
1 DISCOVERY
KOBOLD PUNISHED BY CRUSHING
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
GOBLIN KILLED BY CRUSHING
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
1 DISCOVERY
TROLL SILENCED BY SKELETON
TROLL SILENCED BY ROGUE
ROGUE TORE OUT A TROLL HEART
PICKED UP RUNE OF ?
AND RUNE OF ?
PICKED UP RUNE OF ?
AND SWORD
MINION EATS RUNE OF TELEPORT
MINION EATS RUNE OF POISON
MINION EATS TROLL HEART
KOBOLD PUNISHED BY SKELETON
TROLL SILENCED BY ROGUE
WELCOME TO LEVEL 5 ROGUE
POISON TRAP TRIGGERED
POISON DART HITS ROGUE
POISON TRAP TRIGGERED
POISON DART HITS ROGUE
TROLL SILENCED BY CRUSHING
PIT TRAP TRIGGERED
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
KOBOLD PUNISHED BY CRUSHING
DESCENDED TO LEVEL 6
SAVED GAME DATA
PICKED UP RUNE OF LIGHT
AND RUNE OF POISON
TELEPORT TRAP TRIGGERED
TELEPORT DART HITS SKELETON
SAVED GAME DATA
POISON CAST UPON GOBLIN
GOBLIN KILLED BY ROGUE
GOBLIN KILLED BY ROGUE
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
1 DISCOVERY
ROGUE EATS RUNE OF LIGHT
GOBLIN KILLED BY CRUSHING
PICKED UP SWORD
PICKED UP FEDORA
KOBOLD PUNISHED BY ROGUE
GOBLIN KILLED BY SKELETON
TROLL SILENCED BY ROGUE
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
2 DISCOVERIES
GOBLIN KILLED BY ROGUE
GOBLIN KILLED BY SKELETON
THE LIGHT WEARS OFF
SAVED GAME DATA
DESCENDED TO LEVEL 7
SAVED GAME DATA
TROLL SILENCED BY CRUSHING
KOBOLD PUNISHED BY SKELETON
TROLL DECAPITATED BY SKELETON
GOBLIN KILLED BY ROGUE
GOBLIN KILLED BY ROGUE
BEGINNING SEARCH, PLEASE STAY STILL...
MINION EATS TROLL HEART
SEARCH COMPLETE
1 DISCOVERY
TROLL SILENCED BY SKELETON
PICKED UP STAFF
AND HAMMER
AND RUNE OF POISON
GOBLIN KILLED BY CRUSHING
PICKED UP RUNE OF HEAL
AND + STAFF
SAVED GAME DATA
BEGINNING SEARCH, PLEASE STAY STILL...
SEARCH COMPLETE
FOUND NOTHING
ORC BEAT BY ROGUE
ROGUE TORE OUT A ORC HEART
TROLL SILENCED BY CRUSHING
GOBLIN KILLED BY ROGUE
GOBLIN KILLED BY ROGUE
TELEPORT TRAP TRIGGERED
TELEPORT DART HITS ROGUE
ORC BEAT BY ROGUE
POISON TRAP TRIGGERED
KOBOLD PUNISHED BY SKELETON
POISON TRAP TRIGGERED
POISON TRAP TRIGGERED
POISON DART HITS ROGUE
POISON TRAP TRIGGERED
POISON TRAP TRIGGERED
POISON DART HITS SKELETON
W: + SWORD ENCHANTED WITH RUNE OF HEAL
PICKED UP RUNE OF POISON
AND RUNE OF ?
SAVED GAME DATA
DESCENDED TO LEVEL 8
SAVED GAME DATA
GOBLIN KILLED BY CRUSHING
PICKED UP RUNE OF TELEPORT
AND RUNE OF HEAL
AND VIKING HELM
SAVED GAME DATA
love the new update found searching for traps kinda pointless when the game makes you walk through it. maybe a disarm trap and install trap to make searching for that pit only to fall through do to random generator design.
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st33d
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« Reply #303 on: July 23, 2010, 01:40:25 AM »

I found searching pointless myself in normal Rogue. But I felt that I needed something to find secret walls easier. You get a nice bit of XP for unearthing secrets. You can trigger a trap by nudging it before walking through, but I guess that's a bit fiddly. I'll see about adding a "disarm trap" action that's active when you're next to a revealed trap. You could get some XP for that too - like you do in Baldurs Gate.

Working on a new Brain object at the moment. Am using a combination of scent tracking and a graph of the level. Should be getting some pretty smart monsters soon.  Smiley
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Rumrusher
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« Reply #304 on: July 23, 2010, 02:45:15 AM »

I found searching pointless myself in normal Rogue. But I felt that I needed something to find secret walls easier. You get a nice bit of XP for unearthing secrets. You can trigger a trap by nudging it before walking through, but I guess that's a bit fiddly. I'll see about adding a "disarm trap" action that's active when you're next to a revealed trap. You could get some XP for that too - like you do in Baldurs Gate.

Working on a new Brain object at the moment. Am using a combination of scent tracking and a graph of the level. Should be getting some pretty smart monsters soon.  Smiley
speaking about gaining XP
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st33d
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« Reply #305 on: July 23, 2010, 02:52:19 AM »

Oh god, the overworld.

I've been putting that off because I need to do a full colour backdrop and then do colour versions of all the characters and items.  Tired

The grindstone and healstone are going to be big, insurpassable monoliths (because you can't jump, I can represent them with one tile).

It's such a small part of the game, but I think it's really important to shock the player with this colourful world just outside the dungeon.

I'll do it after the AI I guess. Then I've got racial abilities to do (trolls are supposed to regenerate - they don't at the moment).
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Rumrusher
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« Reply #306 on: July 23, 2010, 03:10:52 AM »

speaking about jump I used the quickening to get over that.
which is why you see me jump up 2 levels during level 0, I kinda trap my self seeing whats on the other side.

if you do an update and leave those blocks there could you add a secret passage to the right that leads to a staff top hat and a minion's gentle-rogue costume, or is that too in-joke wishful thinking on my behalf?
« Last Edit: July 23, 2010, 09:03:47 AM by Rumrusher » Logged
st33d
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« Reply #307 on: July 23, 2010, 03:13:33 AM »

 Cheesy

Ah, yes, the grindstone is supposed to explode and leave an xp rune behind if you level up next to it. I've yet to put that in yet.
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st33d
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« Reply #308 on: July 27, 2010, 11:34:26 AM »

Disarm trap action now in. You get XP for disarming traps too.

AI halfway upgraded. I've got A* and scent tracking operating, but there's a lot of tweaking to do regarding transition between tiles.

I working on it.

Edit:

The monsters aren't attacking at all now. Whoops. I'll have to look into that.
 Facepalm

Edit2:

Fixed. Also removed the scent mapping. Seemed fairly unreliable at being able to deal with tile transitions.
« Last Edit: July 28, 2010, 01:45:55 PM by st33d » Logged
Rumrusher
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« Reply #309 on: July 28, 2010, 09:28:08 PM »

there is no overworld. going back leads to the game needing to be restarted.
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st33d
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« Reply #310 on: July 29, 2010, 12:33:25 AM »

I forgot that the Overworld doesn't use a DungeonBitmap so the new AI is breaking when it tries to analyse nothing.

Thanks, I completely missed that. Will fix that and the rest of the AI on my next evening off.

Edit:

Okay fixed the Overworld issue, still have to sort out Jacob's Laddering on the AI  Tired
« Last Edit: July 29, 2010, 10:41:47 AM by st33d » Logged
st33d
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« Reply #311 on: July 31, 2010, 04:16:36 AM »

Updated the coding framework a fair bit and simplified the AI.

Basically I was checking to see if a character may get crushed by someone and reacting to this during a chase. The effect resulting in flipping between chasing and fleeing. Now characters chase a target and ignore everything else - I think this is acceptable.

The pathfinding chase AI works a lot more aggressively that the previous AI, plus it can navigate ledges and ladders (good news for the minion). Monsters don't search as thoroughly as the minion so don't be surprised if they don't figure some stuff out - that's okay. I don't want genius monsters.

Hopefully the trying to occupy the same space on a ladder situation won't occur anymore.
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mokesmoe
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« Reply #312 on: July 31, 2010, 04:41:28 AM »

If you stand one tile above the floor on a ladder, enemies climb into your feet. If you are low enough that they can't fit under you, they climb up and stick to your side, but don't climb over you any more. I tested this with kobalds, goblins, and orcs, so I assume this applies to trolls too.
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st33d
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« Reply #313 on: August 01, 2010, 02:00:10 PM »

 Apoplectic
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Kaian
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« Reply #314 on: August 05, 2010, 10:30:00 PM »

Hallo, and thanks for the game, st33d.  I'm having a blast with it already, and can't wait to see it evolve.  I think of it as 'Rouge' rather than "Red Rogue".  And I set up my Wiimote using OSCulator so that I can play with a wireless controller.

Now I'm wishing I could easily resize the game window (I use a high res desktop).  The Load function doesn't seem to work.  And I seem to be able to feed an unlimited number of kobold hearts to my skeleton (the quantity doesn't deplete).  I'll be sad when you fix that last one.  Also, it seems like you should be able to set a hotkey for a greyed out option.  It'll be great when hotkeys are remembered (I have flash to allow local data storage, so I was surprised they get reset every time the page is loaded).  -- is it a problem on my end causing saves to not work?  Does load work, but not for me because of my Safari preferences or something?  I'll have to look into it.

I hope at some point sneaking is added (in such a way that it's useful - backstabbing!).  I'd like it if the dark areas (outside the light aura) that have already been explored were outlined in a barely visible way (I kinda don't like the minimap as an overlay; maybe if it were togglable - even the health & xp bars sometimes obscure a tile).  Searching for traps seems a bit arbitrary to me - it doesn't make sense that you can find a trap on the other side of a wall or outside of the visible area simply by standing still.  Sneaking + searching could be one alternate (slower) mode of movement, perhaps controlled by holding Shift?  Then searching would, upon every step, grant a chance to notice a secret or a trap within the visible area.

Disarming a pit trap should reveal the platform and the space beneath it.

Hope I'm being helpful.  Love the game!  Noir
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st33d
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« Reply #315 on: August 06, 2010, 12:46:46 AM »

Hah, thanks for the bit about the hearts. Must have forgot to deplete them when I added the ability to feed the minion.

I can make the minimap togglable, no problem. Adding more features to the lighting engine is not possible as it's using a metric shitload of cpu already.

I don't think the issue of setting hotkeys is greyed out options (otherwise you'd be able to break the menu by walking an infinite loop through the set hotkey option). But for things like feed minion when your minion is dead - I get the idea. It will take quite some time to figure out the logic.

When you change levels try loading - if your inventory is empty, it's you. Loading works fine on all the machines I've tried it on.
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mokesmoe
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« Reply #316 on: August 06, 2010, 05:11:29 AM »

The invisibility item is basically sneaking.
And stomping is kinda like backstabbing.
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Kaian
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« Reply #317 on: August 06, 2010, 11:58:20 AM »

Personally I think you should go the way of roguelikes and have some default hotkeys, eliminating the need to create the basics.  At the very least for opening the game on a different computer it would be nice to be able to play without setting up keys for summoning, searching, disarming, exiting the level.  Although hotkeys are easy to set, it's one of those things where it feels like a chore upon repeated application.

Loading loses the quantity you have stored for items: "3 Runes of ?" becomes "Rune of ?".  But otherwise it works, of course.  I'm not sure if I was confused…  I must have been.

I'm having tons of fun.
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st33d
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« Reply #318 on: August 06, 2010, 01:19:30 PM »

I may have forgot about item quantities on saving. Thanks.

I think mokesmoe suggested being able to set up multiple actions to hotkeys, which would need being able to bind any key to an action. If I do that then I'd be able to have default keys. It would take some time to implement, but it would be a nice feature (provided people didn't abuse it and choke the menu with 100 stacked commands).

I'm currently working on the AI issues and adding word-wrap to the text (something I'll need for work as well).
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Rumrusher
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« Reply #319 on: August 06, 2010, 08:24:46 PM »

The invisibility item is basically sneaking.
And stomping is kinda like backstabbing.
polymorph is the disguise case.
undead is pretty much the dead ringer.
poison and disarm is your sapper.

being a thief should be useful in the over world once st33d gets that finished.
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