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OxMan
May 13, 2006

COME SEE
GRAVE DIGGER
LIVE AT MONSTER TRUCK JAM 2KXX



Jackard posted:

I recently bought a smart phone and there seem to be a lot of cheap roguelikes for Android. Are there any worth playing?

Crawl on Android isn't too bad, but I'm not here about crawl, I'm here to tell you about Wazhack which I just found yesterday and is awesome. Side scrolling turn based ish(world moves when you do), free to try, and you just buy characters in sets of 2 for a dollar so you can spend as much or as little as you like on it.

I'd like to know some spoilers though. Bought the Knight/valk combo but more so than most roguelikes, I die with a ton of unid stuff in my inventory. Anything to look out for or any other wazhack tips? (I'm still working my way from page 14 :v )

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TOOT BOOT
May 25, 2010

Anyone played SanctuaryRPG? It seems to be reasonably popular on Reddit, and it gets updated frequently. It seems some kind of weird hybrid hybrid between a text game and a roguelike, with ASCII art graphics.

Jack Trades
Nov 30, 2010

TOOT BOOT posted:

Anyone played SanctuaryRPG? It seems to be reasonably popular on Reddit, and it gets updated frequently. It seems some kind of weird hybrid hybrid between a text game and a roguelike, with ASCII art graphics.

I haven't but thanks for bringing it up. It looks interesting.

chiefnewo
May 21, 2007

I played it a while ago, seemed very grindy and repetitive.

spider wisdom
Nov 4, 2011

og data bandit


This is the best Brogue session I've ever had. I've never even seen a naga before, nor have I made it past the 7th floor...I think playing on ipad keeps me cautious. Staff of obstruction and+2 firebolt have kept me alive this far.

spider wisdom fucked around with this message at 13:57 on Aug 30, 2014

EAT THE EGGS RICOLA
May 29, 2008

Necrodancer just got an update:

quote:

- Added “monk” character who dies when he touches gold, but gets one item free from each shop
- Add option to assign a playlist for a given level
- Added option to assign songs for boss battles and lobby
- Added heart transplant item
- Made it so the blood shop can charge 1/2 hearts, made some blood costs cheaper
- Made it so Ring of Charisma decreases Blood Shop costs
- Made custom music GUI remember the folder you last navigated to
- Made custom music GUI work with Windows drive letters
- Fixed issue where daily challenge for day X could sometimes be counted for day X+1
- fixed issue that could cause earthquaked wraiths to be visible but not corporeal
- prevent bard deaths from shrine of rhythm and accidental double-moves
- Made it so that the LEFT key only exits from the main menu after gameplay has started at least once (people thought the game was crashing because they were mashing keys while waiting for it to load)
- Tweaked minimap colors (Thanks, Nazenn!)
- Made diamonds not kill Monk
- Fixed bugs so Monk takes damage while using Ring of Courage, while invincible after getting hit, and while on exit stairs
- Fixed bug where heart transplant timer remained on screen if you finished a level while it was active
- Made Death Metal’s summoned skeletons stop dropping gold after a while (in Monk mode) otherwise you can farm it for a high score

The monk character is super hard, every time you kill anything you can no longer step on that square.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
I just had a pretty :saddowns: death in brogue. A goblin conjuror attacked me, then another goblin stepped on a paralysis trap that had vents all around the room. Death by a thousand spectral cuts. I had a +7 flail and +4 plate :saddowns:

DoubleDonut
Oct 22, 2010


Fallen Rib
Anyone got any tips for beginners in DoomRL? I was doing alright with Ammochain as a Marine with a chaingun on Not Too Rough, but then I got hit pretty hard by some arachnotrons in the Armory. More specifically, I'm not sure what I should be doing with mod packs, what skills are useful besides Ammochain, and what kind of weapons I should use besides whatever rapid-fire stuff I find. Also, when should I choose to do the special levels like the arena and armory and when should I pass on them?

Stelas
Sep 6, 2010

- The best way to start off in DoomRL is with the shotgun. Play with speakers or headphones that give you stereo sound, and spend some time shooting past your visual range and listening out for cries of pain.

- The game never actually tells you, but there is a cover system of sorts. If you're in a situation like this:

code:
......
O.....
......
#####@
#####.
That cacodemon will not shoot you, even though you can peer around the corner and shoot it. Use this on doors, walls, blind-fire to see if anything's there, so on. Moreover, enemies will tend to move up against the wall, letting you blast them even more and hopefully knock them back, lengthening the time you have to get free attacks. Once you've got the hang of this the arena becomes a piece of cake. Add in a shotgun and you can usually bait enemies to you much easier than you'd expect.

- Arachnotrons carved you up because they use plasma, which halves your armor bonus. Stepping up to blue armor or finding other sources of plasma resist are very important.

- Generally speaking you want to pick a master trait and build towards it, for skills. After that you just kind of shore up your build. At higher difficulties you often want to get Intuition 2 then stick to normal traits so you're a jack of all trades, but normal and hard you can typically get away with any given Master trait.

- Rough list of levels:

Hell's Arena: Always do this unless you're melee (you probably don't have the gear) or you're strapped for resources. Doing it with a pistol can be kind of dicey. Having a shotgun on hand will make it easy.

Chained Court: If you didn't do Hell's Arena this is basically free experience. Pop a berserk pack, rush one side, pop a berserk pack, rush the rooms on one side, repeat with the other side, clean up. If you did, this can be pretty dicey but is usually fairly doable provided you ration your packs, try not to get them blown up, try to lead the boss back towards them so you can maximize your time berserk.

Military Base/Phobos Lab: Always.

Hell's Armory/Deimos: Always.

Wall/Containment: If you've got a way through, sure. Try to build yourself some cover to hide behind, though.

Abyssal Plains/City of Skulls: AOE or lots of shotgun shells are kind of required and the reward is pretty rear end. Knowing how to dodge skulls is also a plus.

Carnage/Spider's: Only if you really want a BFG, otherwise I kind of think they're more hassle than they're worth. If you're stacked up on plasma resist Spider's has a lot of cover around.

Cathedral: Are you melee? If so, you should have a way to become berserk or take next to no damage by now, in which case you should do this. Otherwise, leave it.

Vaults: If you have the vault staff.

Limbo/Mort: gently caress this place.

Lava Pits/Erebus: If you've got a lot of damage output and a way to negate lava, this can provide you with a very easy way to take down the final boss.

- Assemblies: See here. If your master trait blocks Whizkid, you just kind of sigh and go for whatever 2-pack assemblies you can. Early game, tactical boots and armor are real nice, not to mention a tactical shotgun or high power rapidfire. If you have whizkid access, building up towards a cerberus boots will provide complete immunity to damage floors and comes highly recommended.

Stelas fucked around with this message at 23:25 on Aug 30, 2014

animatorZed
Jan 2, 2008
falling down

Stelas posted:

Wall/Containment: If you've got a way through, sure. Try to build yourself some cover to hide behind, though.

Worth noting that, if your plan to kill the enemies here is to blow them up with more rockets, or whatever. Make sure that you shoot in such a way that missed rockets don't blow up all the loot :downs:

Stelas
Sep 6, 2010

Yeah, for the Wall build a tunnel at the bottom or top of the screen. Containment Area you don't have to really give a poo poo, everything important can be gotten before the firing starts or is out in the open.

Space Bat
Apr 17, 2009

hold it now hold it now hold it right there
you wouldn't drop, couldn't drop diddy, you wouldn't dare
I hadn't played ADOM in forever so I decided to see what the new version added, and boy was I shocked when I saw Biskup finally made the Tree Star sign no longer a comedy option! I'm glad he's rebalancing stuff along with adding new classes and races. I eventually got a decent human paladin rolling and, well, while loot wasn't initially all that good I did eventually find this:



:allears: The first superior metal -of Devastation weapon I've ever found. I eventually got both boots of speed and seven league boots! Now I just need some good armor.

Roonerspism
Nov 12, 2010

DoubleDonut posted:

Anyone got any tips for beginners in DoomRL? I was doing alright with Ammochain as a Marine with a chaingun on Not Too Rough, but then I got hit pretty hard by some arachnotrons in the Armory. More specifically, I'm not sure what I should be doing with mod packs, what skills are useful besides Ammochain, and what kind of weapons I should use besides whatever rapid-fire stuff I find. Also, when should I choose to do the special levels like the arena and armory and when should I pass on them?

For each mod pack:
Agility: The only good choice for boots, also pretty great on armor. Ammochain characters are the one exception that might put one on a weapon because they can't get Eagle Eye, but even so the move speed is generally better.

Tech: On its own, it's great on weapons and useless on anything else. It also makes some handy assemblies, such as the Micro Launcher (Rocket Launcher + TT) and Tactical Shotgun (Combat Shotgun + PT)

Power: Another good choice for guns. Useless on boots, okay on armor. Note that when you put an agility mod on heavy armor, you get better armor than when you put a power mod on light armor.

Bulk: Situational on armor and weapon, useless on boots. The best mod for melee weapons. Of note to an ammochain character is the Gatling Gun (Chaingun + BB).

For skills:
Basically just choose a weapon and class you like and work towards the master trait at the intersection of those choices. Once you have your master trait, ironman, finesse and hellrunner are all excellent late-game traits.

For weapons:
Being very specialised is the way to go. The three weapons that can work regardless of your traits are shotguns, rocket launchers and BFGs.

Shotguns are good in the early game (even for a few levels after finding a chaingun) regardless of what your long term plan is. They can't miss and have knockback, which works well with corner-shooting (as in Stelas' post above).
Rocket launchers have poor accuracy, but it's easy to work around that by aiming at walls/large groups. Rocket launchers provide two important utilities: Wall destruction and rocket jumping.
BFGs can't miss and deal massive damage. Some characters (mainly non-marine shotgunners) will really want a BFG for boss fighting, as shotguns have very poor armor penetration.

Any exotic or unique weapons you find won't be worth a radical change in character-development plans (most of the time). Exotic and unique weapons in the above three categories will generally always be useful though.

Here's something important:
Here's what running mode does, precisely -
+30% movespeed
+20% chance to sidestep projectiles
-4 accuracy for enemies
50% resistance to harmful terrain

-50% melee damage for player
-2 accuracy for player

Note that neither penalty affects shotguns, so shotgunners use it during fights. Most characters will use it to reposition themselves away from large groups. Running mode ends after 30 actions (not turns/seconds) and doesn't recharge naturally. Healing or walking down stairs will give you your running mode back. Make sure you use it frequently, you should try not to fight enemies from two sides at once.

Roonerspism fucked around with this message at 06:47 on Aug 31, 2014

DalaranJ
Apr 15, 2008

Yosuke will now die for you.

DoubleDonut posted:

Anyone got any tips for beginners in DoomRL? I was doing alright with Ammochain as a Marine with a chaingun on Not Too Rough,

Also, you probably knew this but if you're running an ammochain build, you should be using your weapon's Alt. fire whenever feasible.

ExiledTinkerer
Nov 4, 2009
Other good Roguelike happenings of late:

Frozen Depths has perhaps reached a near-final release with a v1.05, last release was in 2010 and this one is pretty decked out to both get new folks into it and tempt back the experience folks:

http://frozendepths.net/


The Ground Gives Ways has made it to Release #3, continuing to polish that somewhat Broguelike/Norrendrin'ish goodness:

http://www.thegroundgivesway.com/


The Temple of Torment hits Beta 12 as it continues to make generally out of the spotlight progress on putting more (cRPG) in Roguelike sensibilities:

http://thetempleoftorment.blogspot.fi/


Finally, Solstice is still alive having banged through a few more Alpha releases, still contorting the absolute limits of Visual Basic and such. Definitely be interesting to see the final form of the Siege mechanic in the releases to come if the dev can pull it off---pretty rare thing to undertake in Roguelikes.

http://solsticeroguelike.weebly.com/

Roluth
Apr 22, 2014

I've been trying to screw around with PosChengBand using wizard mode, but every time I attempt to turn it on (via Control-W) it claims that it's not permitted. The help file claims that it can be turned on as an option, but that option doesn't exist in the options menu. Can somebody clear this up?
Thanks!

SageAcrin
Apr 23, 2014

there was a mean thing here before, but now there is a dog
A couple of things to note for beginners playing DoomRL that will vastly up your survival on HNTR;

A: A Power mod on armor does double duty. Damage to armor is based on how much damage gets through to you... so used on a fresh armor, it's comparable to having a Bulk and more armor.

6 armor is a lot of armor in general and will help you tank through a shocking amount of things. Slap one on a Red ASAP, you will be amazed how much it helps when you're staying out in the open. Toss in two levels of TaN and you'll be amazed how much you live through, and how slowly your armor degrades.

B: Elephant Gun=PP+Shotgun. Elephant Gun is an extremely slow reloader that works insanely well with the classic new player Shotgunner/AotD setup because you can sidestep the slow reload and just introduce enemies to shockingly high damage shotgun blasts. And the more damage you do, the more knockback you do, so it's a great defensive offense weapon.

doctorfrog
Mar 14, 2007

Great.

Infinite Space III: Sea of Stars (sequel to Strange Adventures in Infinite Space and Weird Worlds: Return to Infinite Space) is on sale for a buck: https://indiegamestand.com/deal/

This is an Early Access title, but I assume you're getting a license for the full deal once it's released. BTA gets you the first two games (the first one is actually freeware).

I'm a fan of the series, but I'll be honest, so far I don't see much more here than an unnecessary 3D reimagining of the first two games. Even still, I played the heck out of both and will probably like this one as well. I just hope it gets more mods than the last one, which felt like a decent framework that didn't get much mod attention.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆

Roluth posted:

I've been trying to screw around with PosChengBand using wizard mode, but every time I attempt to turn it on (via Control-W) it claims that it's not permitted. The help file claims that it can be turned on as an option, but that option doesn't exist in the options menu. Can somebody clear this up?
Thanks!

If it's anything like most roguelikes, you'll have to enable wizard mode in an RC file.

Edwhirl
Jul 27, 2007

Cats are the best.

ExiledTinkerer posted:


The Temple of Torment hits Beta 12 as it continues to make generally out of the spotlight progress on putting more (cRPG) in Roguelike sensibilities:

http://thetempleoftorment.blogspot.fi/

This one sounds pretty cool. Has anyone tried it? Any advice for just starting out?

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
I just almost got to the secret final boss in DoomRL. I had a nuclear bomb and a nuclear BFG, and I had an invulnerability globe active when I reached the level before the spider mastermind. I decided to nuke that level to try to make sure to get to the boss before my invulnerability ran out, but it turned out that there was another invulnerability powerup right next to the down stairs, which my nuke destroyed right before I could pick it up. So I get to the city of Dis, activate the second nuke and... my invincibility ran out right before the bomb went off. drat.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...



ExiledTinkerer posted:

Other good Roguelike happenings of late:

Frozen Depths has perhaps reached a near-final release with a v1.05, last release was in 2010 and this one is pretty decked out to both get new folks into it and tempt back the experience folks:

http://frozendepths.net/


I've never heard of Frozen Depths before but it sounds cool as hell. (pun unintended)

Does anyone have any real experience with it and would like to, I dunno, advertise it kinda? Is it worth getting into?

Big Sean
Jan 18, 2010

Agent Kool-Aid posted:

I've never heard of Frozen Depths before but it sounds cool as hell. (pun unintended)

Does anyone have any real experience with it and would like to, I dunno, advertise it kinda? Is it worth getting into?

I played a couple years ago and wound up finishing the game. Overall I thought it was challenging and interesting but I had a lot of difficulty with not knowing what any of the skills really did... I tried a number of times to win as a warrior and then finally when I started playing archers won fairly quickly.

It has a good variety of items / skills / enemy monsters, and it has a mechanic where you can find what are sort of "shrines" that may give you a worthwhile bonus but cost you the all important temperature resource and you have to decide if worth it (another interesting mechanic). Managing your resources carefully I liked; although at least there used to be a mechanic that incentivised backtracking due to how sage prices worked but hopefully that has been removed.

I would say worth playing if you like roguelikes and could handle something like no-tiles adom.

Stelas
Sep 6, 2010

RPATDO_LAMD posted:

So I get to the city of Dis, activate the second nuke and... my invincibility ran out right before the bomb went off. drat.

Ahaha.

Invincibility can be really capricious, especially if you're using the lava element which, as far as I can remember, has an extremely short duration. It's basically a free 'you get to use a nuke / you get to tear off half the Mastermind's health' pass rather than a real source of invulnerability.

SageAcrin
Apr 23, 2014

there was a mean thing here before, but now there is a dog
IIRC Invinco is based on your subjective actions taken rather than the global timer.

So hilariously, you can make invinco work better for nukes by equipping something that makes you really, really slow! :v:

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
So you could potentially run the duration out in a single turn if you have the trait that lets you instantly switch weapons...

Stelas
Sep 6, 2010

SageAcrin posted:

IIRC Invinco is based on your subjective actions taken rather than the global timer.

They are - but even then, the lava element only gives 9 turns of invincibility rather than the globe's 50.

McSpanky
Jan 16, 2005






Has there ever been a Mario-themed Roguelike? I was randomly perusing this thread and something made me think of a roguelike (or roguelike-like) set in one of Bowser's castles, or modeling something off the Pit of 100 Trials from Paper Mario 2.

Sprites and tiles would be a necessity, of course :yoshi:

Ignatius M. Meen
May 26, 2011

Hello yes I heard there was a lovely trainwreck here and...

McSpanky posted:

Has there ever been a Mario-themed Roguelike? I was randomly perusing this thread and something made me think of a roguelike (or roguelike-like) set in one of Bowser's castles, or modeling something off the Pit of 100 Trials from Paper Mario 2.

Sprites and tiles would be a necessity, of course :yoshi:

That seems like it'd either end up as a Super Mario World hack or a Super Mario RPG hack. Someone could make that without going those routes but unless they had some brilliant way to distinguish their work from both styles while still being Mario and had someone willing to art for free or something it would just be (theoretically) saner to try hacking the existing ROMs into a roguelike form than invent something from whole cloth that wound up playing the same way as either. Otherwise there'd be the very legit complaint that there's no reason to just play that when it's less fun than the ROMs in question.

Kevlar Beard
Feb 20, 2010

Holy crap, I just played Dungeon of the Endless for almost 9 hours and I still haven't gotten to the last level..

This game is great, but I've not seen anyone talk about it. It just came into beta this month, and I think they've only got 2 more levels to add and a few more heroes; along with a little more persistent lore stuff.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.
Here's a question for the roguelike developers in here.

I have a bit of a weird relationship with programming. I code a little bit for my job but not much, with my coding experience being just a few toy projects in a handful of weird languages (QBASIC as a kid, R in college, Cache for work). But I have a degree in Math and in general am comfortable "thinking programmatically".

I have an idea for a roguelike that's really starting to impress itself upon me. I want to code up a toy minigame with a couple of its simplest mechanics to see how they hold up. (Without going on a big rant about it, I want to replace the standard roguelike bump n' grind with one on one or one on few fights where you have to alternate between variable speed/effect attacks, defense, and dodging. When you see your opponent, you see ranges for all of their stats that get more precise as you learn about them and fight them - you need to act on this information to win.) In the current implementation, it'd mostly just be a menu simulator, but if it works out I'd like to be able to build it into a full game.

So - for someone coming in to programming with little formal experience but with the ability to learn fast, without any major preconceptions, what programming language should I look in to? The more newbie friendly the IDE, the better.

Unormal
Nov 16, 2004

Mod sass? This evening?! But the cakes aren't ready! THE CAKES!
Fun Shoe

hito posted:

Here's a question for the roguelike developers in here.

I have a bit of a weird relationship with programming. I code a little bit for my job but not much, with my coding experience being just a few toy projects in a handful of weird languages (QBASIC as a kid, R in college, Cache for work). But I have a degree in Math and in general am comfortable "thinking programmatically".

I have an idea for a roguelike that's really starting to impress itself upon me. I want to code up a toy minigame with a couple of its simplest mechanics to see how they hold up. (Without going on a big rant about it, I want to replace the standard roguelike bump n' grind with one on one or one on few fights where you have to alternate between variable speed/effect attacks, defense, and dodging. When you see your opponent, you see ranges for all of their stats that get more precise as you learn about them and fight them - you need to act on this information to win.) In the current implementation, it'd mostly just be a menu simulator, but if it works out I'd like to be able to build it into a full game.

So - for someone coming in to programming with little formal experience but with the ability to learn fast, without any major preconceptions, what programming language should I look in to? The more newbie friendly the IDE, the better.

There's a bunch of possibilities. Really it just comes down to personal preference. Here's a rundown of a few:

C# - Caves of Qud is in this, but probably don't use a raw programming language these days. Due to/causing the huge indie game boom, there are now a flood of free/cheap engines with enormous power that give you most of the grunt work. The amount of grunt work is enormous and easily underestimated even by very experienced developers. Pick an existing engine and focus on making your game, not gruntwork.

In rough and very arguable friendliness order:
Game Maker (https://www.yoyogames.com/studio) - 'no programming' engine (i.e. graphical program CAD), simple to get started quickly.
Construct - (https://www.scirra.com/) - Another soild 'no programming' environment.
Pygame - (http://www.pygame.org/news.html) - Make games if you like python.
Monogame - (http://www.monogame.net/) - Make games if you like C# but are intimidated by Unity. (probably just pick Unity)
Cocos2D - (http://www.cocos2d-x.org/) - Has a few language possibilities.
Unity3D (http://unity3d.com/) - Sproggiwood is in this. Uses C#/mono and gives you an IDE. Hell of a learning curve, but you can ship real stuff with this.
Unreal Engine (https://www.unrealengine.com/) - C++ - Arguably an even bigger learning curve than Unity. Hell of an engine.

There's also the game development threads, which are full of good stuff:
http://forums.somethingawful.com/showthread.php?threadid=2692947
http://forums.somethingawful.com/showthread.php?threadid=3506853

Unormal fucked around with this message at 04:15 on Sep 2, 2014

Dr. Dos
Aug 5, 2005

YAAAAAAAY!

Ignatius M. Meen posted:

That seems like it'd either end up as a Super Mario World hack or a Super Mario RPG hack. Someone could make that without going those routes but unless they had some brilliant way to distinguish their work from both styles while still being Mario and had someone willing to art for free or something it would just be (theoretically) saner to try hacking the existing ROMs into a roguelike form than invent something from whole cloth that wound up playing the same way as either. Otherwise there'd be the very legit complaint that there's no reason to just play that when it's less fun than the ROMs in question.

I'm imagining an ascii grid with some sort of jumping mechanics like the CastlevaniaRL I remember being made for a 7DRL challenge.

If you want to go loose with the definition of a roguelike (the nuances of which surely have never been discussed here before), I remember somebody made a Mario 1 hack that randomized what enemies spawned, the palette used, and what level you go to after completing a level that was kind of fun to play with actually. (And for the curious if you rolled 8-4 and beat it it would just send you to another level)

Uncle Jam
Aug 20, 2005

Perfect

hito posted:

Here's a question for the roguelike developers in here.

I have a bit of a weird relationship with programming. I code a little bit for my job but not much, with my coding experience being just a few toy projects in a handful of weird languages (QBASIC as a kid, R in college, Cache for work). But I have a degree in Math and in general am comfortable "thinking programmatically".

I have an idea for a roguelike that's really starting to impress itself upon me. I want to code up a toy minigame with a couple of its simplest mechanics to see how they hold up. (Without going on a big rant about it, I want to replace the standard roguelike bump n' grind with one on one or one on few fights where you have to alternate between variable speed/effect attacks, defense, and dodging. When you see your opponent, you see ranges for all of their stats that get more precise as you learn about them and fight them - you need to act on this information to win.) In the current implementation, it'd mostly just be a menu simulator, but if it works out I'd like to be able to build it into a full game.

So - for someone coming in to programming with little formal experience but with the ability to learn fast, without any major preconceptions, what programming language should I look in to? The more newbie friendly the IDE, the better.

This sounds a lot like a classic jRPG and there are about a billion engines available to develop on for those types of games.

RPATDO_LAMD
Mar 22, 2013

🐘🪠🍆
I think there was a Mario-themed 7drl posted here earlier. A quick google gives this and this, although it looks like the guy never finished/released it.

This image was in the blog post behind that second link:

Wafflecopper
Nov 27, 2004

I am a mouth, and I must scream

Kevlar Beard posted:

Holy crap, I just played Dungeon of the Endless for almost 9 hours and I still haven't gotten to the last level...

Maybe it's... endless?

LotsBread
Jan 4, 2013
Okay, pre-ordered Gauntlet recently, for a cheap 15 euros thanks to GMG. If anyone fetches it, I'm up for a co-op session at any time.

hito
Feb 13, 2012

Thank you, kids. By giving us this lift you're giving a lift to every law-abiding citizen in the world.

Unormal posted:

There's a bunch of possibilities. Really it just comes down to personal preference. Here's a rundown of a few:

C# - Caves of Qud is in this, but probably don't use a raw programming language these days. Due to/causing the huge indie game boom, there are now a flood of free/cheap engines with enormous power that give you most of the grunt work. The amount of grunt work is enormous and easily underestimated even by very experienced developers. Pick an existing engine and focus on making your game, not gruntwork.

In rough and very arguable friendliness order:
Game Maker (https://www.yoyogames.com/studio) - 'no programming' engine (i.e. graphical program CAD), simple to get started quickly.
Construct - (https://www.scirra.com/) - Another soild 'no programming' environment.
Pygame - (http://www.pygame.org/news.html) - Make games if you like python.
Monogame - (http://www.monogame.net/) - Make games if you like C# but are intimidated by Unity. (probably just pick Unity)
Cocos2D - (http://www.cocos2d-x.org/) - Has a few language possibilities.
Unity3D (http://unity3d.com/) - Sproggiwood is in this. Uses C#/mono and gives you an IDE. Hell of a learning curve, but you can ship real stuff with this.
Unreal Engine (https://www.unrealengine.com/) - C++ - Arguably an even bigger learning curve than Unity. Hell of an engine.

There's also the game development threads, which are full of good stuff:
http://forums.somethingawful.com/showthread.php?threadid=2692947
http://forums.somethingawful.com/showthread.php?threadid=3506853

Thanks a ton for all of this, it really helped. Pygame seems a decent first option because my friend is telling me that Python is the way to go, but I clicked that Unity 3d link and happened to read a very sensible article about integrating things from the Asset store if they're outside your wheelhouse; and something tells me it might work for me to deal with the high learning curve if I can pay a little bit to have things like player preferences handled for me. Will have to think about it.

SnowblindFatal
Jan 7, 2011
Instead of Pygame, I'd recommend using Pyglet which uses opengl and is a million times faster.

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TooMuchAbstraction
Oct 14, 2012

I spent four years making
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Hell yes I'm going to turn my avatar into an ad for it.
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SnowblindFatal posted:

Instead of Pygame, I'd recommend using Pyglet which uses opengl and is a million times faster.

He's making a roguelike; performance is not going to be a top concern and SDL (the basis for Pygame) is significantly easier to learn to deal with than OpenGL is.

That said, I suspect you'd be best off with something like Unity that will take care of a lot of the setup of writing a game for you. That'll let you focus on the rules of the game, which is presumably what you're most interested in. So far as I'm aware, there's no actual game libraries that use Python as a scripting language (much to my personal disappointment). But that's okay; Python's a good learning language but it's not the only way to learn to program, not by a long shot.

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