|
Bitter Mushroom posted:That's a suggestion by someone who just can't switch their brain off. Pretty sure ye olde sailors were mesmerized mainly by mermaids, but who knows. Sirens were the creatures famous for mesmerizing sailors and they have always been described as fully human or human/bird, so the persons suggestion, while admirable in a way, makes no sense.
|
# ? Mar 8, 2014 17:09 |
|
|
# ? May 27, 2024 03:36 |
|
Cephalocidal posted:Still some beta niggles (tapping the screen during loading brings up the keyboard and field modification modal, text descriptions running off the side, etc.) but it definitely feels like it belongs on a tablet. That said, two or maybe three things immediately jumped out at me. First, the tutorial text bubbles were massive compared to the tiny "forward" arrow I had to tag to proceed. Being able to tap the entire bubble would be nice, and the arrows indicating on-screen actions (backing out after purchasing the first farm for instance) could be better contrasted with the rest of the screen to jump out at players. Second/third, the navigation wheel was too large for me to comfortably use while holding the tablet - even with my bigass hands I couldn't tap "left" with my thumb without stretching weirdly. Scaling based on device might be called for, or maybe pushing the wheel further into the corner. This was all on a Sony Xperia Tablet Z. Past that, again - it really did feel like it belonged on a tablet (or enormous phone) so I think you'll probably have a compelling game once you've dialed it in a little. Cool, solid feedback. I added a slightly larger compass variation for phones, so I can certainly add a smaller variation for tablets. I could even just provide a slider, I guess, and let you pick/place the compass wherever...
|
# ? Mar 8, 2014 17:19 |
|
Ahh... with adventure mode cleaned up, the last great piece of UI is done! Only uncountable minor pieces left!
|
# ? Mar 9, 2014 02:39 |
|
Hempuli posted:Yeah, the "tutorial" was added very quickly because at that point in time I just really wanted to get the game out; I think I'll try adding some more info screens for more specific events. The game area is kinda small so there's only one shopkeeper and he marks roughly the 50% descension spot. Is there a way to open up item descriptions? I'm mostly buying based on guesswork, the first couple of times I played. Mostly, I don't like how the pickaxe controls? It's your main defense against enemies, and the swing on it seems a little weird. I also get a little confused about which button activates my item versus which shifts my held item. Maybe layer them on different keyboard layers? Like, one button on W, one on S, one on X? That's probably breaking some sort of video game Geneva Convention, though. I understand you have to assume the player doesn't have any peripherals, but I kind of wish I could play this on a wired 360 controller. I'm not a dev, though. So it's easy for me to mess around and talk about what I would like. The post-mortem screen is pretty good, though. The art and music overall are good, too! No problem.
|
# ? Mar 9, 2014 03:04 |
|
Cephalocidal posted:Scaling based on device might be called for, or maybe pushing the wheel further into the corner. FYI, for the next build I've added a "small" compass size to better accommodate big tablets:
|
# ? Mar 10, 2014 02:31 |
|
Unormal posted:I send you a private link to the dropbox that has a current APK via e-mail, if you promise to give honest feedback! I'd love to get in on this. I'm already in the beta but it would be so much easier to play on my phone and not my screen
|
# ? Mar 10, 2014 16:25 |
|
Unormal, I read the thread way more than I post but every time I've seen a screenshot of Sproggiwood it looks simply adorable and like a blast to play. I'm excited to try it out during open beta!
|
# ? Mar 10, 2014 17:32 |
|
Unormal posted:FYI, for the next build I've added a "small" compass size to better accommodate big tablets: I can already tell that'll be way more comfortable. Unfortunately so I won't really be in a position to verify that for a while.
|
# ? Mar 10, 2014 18:39 |
|
Cephalocidal posted:I can already tell that'll be way more comfortable. Unfortunately so I won't really be in a position to verify that for a while. Beta updated for the beta folks, including this compass. *Bloated Grotto Update -Replaced Huge black slimes with Big black slimes -Tiny black slimes now spawn black slime that turns into big slimes if left alone for 5 turns -Replaced purple spiders with purple spider nests *Thief Update -Changed Invisibity to grant a single free "surprise" action rather than +1 damage (this is OP and is nerfed in the next build ) -Replaced Thief ability Scout with Fire Trap -Replaced Theif ability Shinobi with Ice Trap *Added a small compass size *Added new swamp underground music *Added new hills music *Added basic frog effect *Reduced number of spider spawners to 4 in ickyolo *Updated adventure mode UI *Added fireflare armor unlock to goaturku easy *Added a new consumable tutorial *Added support for collidable animations *Removed building build time *Changed chat to advance only when clicking the advance arrow *Changed purple spider size *Fixed several tutorial buggs *Fixed double the proper amount of jewels being given out for first-time dungeon wins *Fixed try again failing to rebuild the level *Fixed an issue with no UI in adventure mode *Fixed shove and cleave advancement being improperly swapped *Fixed building details improperly returning to the town instead of shop *Fixed issue with skill upgrade costs not matching displayed costs *Fixed buying upgrades not upgrading buildings *Fixed an issue with health display when changing compass size *Fixed issues with controls being improperly shown on scene init *Fixed sprite alignment issues with archer class abilities *Fixed bug when drag-looking during the first step of the tutorial *Fixed issue with dungeon achivement awards *Fixed frogs not attacking *Fixed slight alignment issues in curtain animation
|
# ? Mar 13, 2014 02:36 |
|
As Im sure many of you are aware, the 7 Day Roguelike Challenge is just wrapping up this weekend. My previous three games from years gone by have been exceptionally well received, and I think this year is going to be another good one. I present to you - Hellspace - Download here. You've been called in to manage something of a situation at the Lazarus corporation's research and development space station. At the space dock they pretty much have poo poo under control. (Note the curved section! That was my new tech focus for this challenge, but it unfortunately didn't get into map generation a lot) So you charge in head first and start stomping heads with your bros... Investigating the dark sciences... And possibly finding yourself deeper in the meat grinder than you would've liked... Let me know what you think fair goons.
|
# ? Mar 15, 2014 05:09 |
|
Pray to spaghetti code enmeshed with giant spider webs and enrobed in mysterious secret sauces: http://www.incursion-roguelike.net/ quote:I've been approached by someone in e-mail about fixing the bugs in Incursion, and I've put a lot of thought into things recently. I have been working on a tabletop RPG of my own recently, that has nothing to do with Incursion. I'm realizing at this point that I've left it for a negligently long time, so I'm going to open-source the last stable version. (The actual current version, with 1.5+ years extra development, is still in its infancy and not a functional game. Because it has a lot of new RPG-design ideas I'm using elsewhere, I'm keeping it for now. I may try to sort out the source-code portion and give it to the community if people want; honestly I don't think it is very useful.)
|
# ? Mar 16, 2014 13:52 |
|
ExiledTinkerer posted:Pray to spaghetti code enmeshed with giant spider webs and enrobed in mysterious secret sauces: Hopefully someone will revive it. Incursion is one of my favorite roguelikes.
|
# ? Mar 16, 2014 15:43 |
|
ExiledTinkerer posted:Pray to spaghetti code enmeshed with giant spider webs and enrobed in mysterious secret sauces: This is wonderful news! I still come back to Incursion every six months or so because I love it so much, then it crashes and I put it back on the shelf for a while.
|
# ? Mar 16, 2014 16:42 |
|
That's quite surprising. Let's hope he follows through.
|
# ? Mar 17, 2014 01:57 |
|
Numeron posted:As Im sure many of you are aware, the 7 Day Roguelike Challenge is just wrapping up this weekend. My previous three games from years gone by have been exceptionally well received, and I think this year is going to be another good one. Well it certainly looks fantastic! I'll have to try this out once I get home.
|
# ? Mar 17, 2014 02:53 |
|
ExiledTinkerer posted:There are complications, however. The Incursion compile process is very complicated with a lot of moving parts. There's a custom scripting language involved using an old compiler-generator tool which I hacked to change it's output slightly. There's also a third-party graphics library, and a plugin for a specific version of Visual Studio, and other stuff. It's really tangled because I never expected anyone but me to work with it. I don't have the tools to compile it on my current computer. I may have to get a different computer out of cold storage to get you all the parts you'll need to make it work, and there will be some extensive instructions in terms of settings and such just to get it to compile. You will need to use Visual Studio 2008 if you want to work with this sources as they are -- it may get more platform-independent in the hands of later developers. So, it's pretty much a given that the clone version will be done first.
|
# ? Mar 17, 2014 02:59 |
|
TOOT BOOT posted:That's quite surprising. Let's hope he follows through. Seriously, pretty much every update til now included a rant against opening the source but it looks like it's the standard embarrassment over the mess he's made reasoning.
|
# ? Mar 17, 2014 02:59 |
|
Numeron posted:As Im sure many of you are aware, the 7 Day Roguelike Challenge is just wrapping up this weekend. My previous three games from years gone by have been exceptionally well received, and I think this year is going to be another good one. Digging the squidi tilesets. I'll have to check this out.
|
# ? Mar 17, 2014 05:41 |
|
Slight crosspost from the following game dev thread but I did a rogue like-like for 7dr if anyone's interested. Fairly incomplete and short so it shouldn't take too long to complete. Features: Randomly generated terrain for youto get regularly stuck in! Randomised Items with effects n poo poo Injuries that affect your character Shooting stuff I was originally intending on working on it some more after the 7drl but now I'm at the end of its dev time I doubt it https://drive.google.com/file/d/0Bx_Bqtm8c3z8dGVoaC0xVGdJVVE/edit?usp=sharing A LOVELY LAD fucked around with this message at 14:06 on Mar 17, 2014 |
# ? Mar 17, 2014 14:01 |
|
Incursion source files are already starting to get cobbled together and come out---only a matter of time and some beating at things with a wrench until it gets situated on Github with detailed instructions and whatnot unless something goes especially wrong: https://groups.google.com/forum/#!topic/incursion/VqMTcEMYC2Y It would be quite something if this can indeed liven up again---there used to be quite a Megathread or so for Incusion here on SA, long since archived, that were loaded with good ideas and stories from the heyday of it all.
|
# ? Mar 17, 2014 14:07 |
|
His setup for building this thing sounds like a hilarious disaster.
|
# ? Mar 17, 2014 15:04 |
|
1/3 of it is visual C++ 6, 1/3 of it is in turbo pascal, 1/3 is javascript that runs in a browser, and the build system is cobbled together with excel VBA macros. Good luck on those prerequisites.
|
# ? Mar 17, 2014 15:09 |
|
Jeffrey posted:1/3 of it is visual C++ 6, 1/3 of it is in turbo pascal, 1/3 is javascript that runs in a browser, and the build system is cobbled together with excel VBA macros. Good luck on those prerequisites. Hahahahhahahhaha who even knows whatever the gently caress else this guy was using. Wow.
|
# ? Mar 17, 2014 17:13 |
|
Jeffrey posted:1/3 of it is visual C++ 6, 1/3 of it is in turbo pascal, 1/3 is javascript that runs in a browser, and the build system is cobbled together with excel VBA macros. Good luck on those prerequisites. what the hell? isn't incursion a console game? where the gently caress does javascript come into play?
|
# ? Mar 17, 2014 19:38 |
|
I don't think I want to make jokes about Dwarf Fortress's coding anymore.
|
# ? Mar 17, 2014 19:58 |
|
I was joking sorry if that was unclear. I wasn't even sure if Turbo Pascal was a real thing, guess I hit a little close to home. Excel VBA macros was supposed to be a giveaway...
|
# ? Mar 17, 2014 20:00 |
|
I genuinely wouldn't be surprised if the coding for one of these games was like that, as some of them have enough spaghetti code to open an Italian restaurant.
|
# ? Mar 17, 2014 20:04 |
|
oh, big egg on my face. ;[ my own game, that I've been working on for a couple years now, is written in javascript (most of the frontend) and python (server, which has some extensions written in C++) but has some modeling in excel and matlab, so there's 5 different languages in the repository. so, your joke it didn't sound so unbelievable to me!
|
# ? Mar 17, 2014 20:19 |
|
German Joey posted:oh, big egg on my face. ;[ Is the name of your game Ultima Ratio Regum
|
# ? Mar 17, 2014 23:14 |
|
I've never even heard of this Accent thing before, but Allegro at least isn't too deep off in the weeds and has far newer versions and a community and whatnot so at least there's probably a knowledge bank out there to untangle things on that front. Remember folks: This is just the "classic" Incursion stuff so far---we've not seen but the outlines from before on the kinds of eldritch stuff(Created a new programming language just for the game, for instance) he's cobbled together for the pre-Alpha "new" Incursion. If he ends up getting all of that out there, "questionable usefulness" as he ponders aloud aside, the sum of the lot of it from an aerial view should be quite a sight. Hell, part of me kind of hopes Toady stumbles across this happening and wonders what would flash though his mind should he dig deeply for a bit? Or perhaps Whales or the DDA folks just kind of backing away slowly while breaking out in a cold sweat.
|
# ? Mar 18, 2014 00:03 |
|
I'm curious, why do people often use multiple languages for a single game?
|
# ? Mar 18, 2014 11:54 |
|
It's not uncommon to write the engine in your favorite low level systems language and content in a scripting language.
|
# ? Mar 18, 2014 12:04 |
|
Tollymain posted:I'm curious, why do people often use multiple languages for a single game? It basically comes down to different languages being useful for different things. A big project like DCSS can often look like this. The game is really in C++, but there are a bunch of specific areas where something else will work better.
|
# ? Mar 18, 2014 13:37 |
|
That one guy now has the Github page for the fate of Incursion mostly situated, so now we see what gets situated---though apparently there's some trouble bits where doing some stuff in character creation can cause woes. Windows only building at this junction: https://github.com/rmtew/incursion-roguelike
|
# ? Mar 19, 2014 13:47 |
|
Congrats on the Dungeonmans greenlight madjack! http://steamcommunity.com//sharedfiles/filedetails/?id=238293262
|
# ? Mar 20, 2014 14:59 |
|
I finally get Tome. Started playing a long time ago and just didn't get it, I'd wander around killing very easy enemies then once in a blue moon just get decimated in one shot by a random lightning monster then I finally started understanding infusions and survivng long enough to start exploring and unlocking things. It's not my favorite roguelike by any means, but it kept me up until 6AM so it's not bad. Gonna try out Archmage
|
# ? Mar 21, 2014 17:34 |
|
|
# ? Mar 22, 2014 22:38 |
|
Is there concept art of someone in a medieval knight suit blasting all those man-eating creatures with a six-barreled rocket launcher
|
# ? Mar 22, 2014 22:42 |
|
Hahaha, wtf is this? If it's CoQ fanart then I really need to get around to trying out that roguelike.
|
# ? Mar 22, 2014 22:45 |
|
|
# ? May 27, 2024 03:36 |
|
Unormal posted:Congrats on the Dungeonmans greenlight madjack! Thank you kindly! Hearing the news made GDC even better. I may have done a little dance.
|
# ? Mar 24, 2014 23:48 |