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7DRLs / Re: Cyan Security - A Cyberpunk Adventure [7drl 2017 - Success]
« Last post by javelinrl on March 16, 2017, 05:16:58 PM »
No need to be sorry pal  :D my reply may have sounded like a big ol' rant but it was more of a detailed dissection of there being a performance problem - which, if I didn't elaborate on, you and others might fairly assume it was just me having an outdated JVM, or terribly slow computer, etc . Others here have had no problem with the game so I think you're OK but I find it hard to believe I'm the only one too  :P Anyway I was mostly writing just so you know there's room for improvement, as I appreciate when others do the same for me. I wasn't expecting a fix at all - even though I've been trying to give feedback on many 7DRLs here, I understand they mostly come out in an "as-is" state!

Thanks for the follow up and reply, good luck with the work on your main branch!
Programming / Re: Roguelike graphics project
« Last post by daver64 on March 16, 2017, 11:26:50 AM »
Hi, So I went to take a look and I get a "This blog is open to invited readers only" message.

7DRLs / Re: Book of Rogue [7DRL 2017][SUCCESS]
« Last post by KeyWraith on March 16, 2017, 06:21:48 AM »
Thank you Avagart!

Herblin was kind enough to record a let's play of the game:
7DRLs / Re: Hero Trap [7DRL 2017 - Finished!]
« Last post by jtolmar on March 16, 2017, 02:55:27 AM »
I've now forked the game into three versions:

  • Current (/herotrap) - Unrestricted development. It even has a changelog.
  • 7DRL (/herotrap/7drl) - Bugfixes only. I even went back and reverted my monster schedule improvement.
  • Unpatched (/herotrap/7drl/unpatched) - Original 7DRL as of the deadline. You can crash the game by reading a scroll of blink to a Hieroglyph, most of the items of cleaving break the menu, and more!

You don't need to know any of these things, because there are links between them. Except on the unpatched version, because I'm not even touching the container page.

Finally, Rogueliker was kind enough to post a video of him playing the game! Exciting.  Additionally, both myself and a user on reddit have reached floor 22. So even the 7DRL version is probably beatable, albeit really hard.
7DRLs / Re: Cyan Security - A Cyberpunk Adventure [7drl 2017 - Success]
« Last post by Numeron on March 16, 2017, 01:12:55 AM »
Played the game with some profiling on, and at its worst the shadow layer rendering took up to 15ms per frame to render. When trying to keep a steady 60fps, that means 900ms out of every second is spent drawing shadows, so while my pc can keep up, i can def see how that bottle neck would blow over on others. I have some ideas on improvements but theyre significant and involved enough that i think i wont be fixing them in this 7drl branch (sorry javelinrl), rather do it more leaisurely in trunk after merging down the changes I want to keep.
7DRLs / Re: Zurvivors [7drl 2017] [Success]
« Last post by jere on March 16, 2017, 01:10:43 AM »
Thanks for the report! Always appreciated.

The tiles might look small, but they're all 256x256 pixels. Still, it only loads ~5.4MB in total though. I don't think that's so big. Takes about 4s in incognito mode for me.

The large number of small files could be a problem, depending on the how the browser requests them. I need to figure out how to bundle them together, but worried that might take a while to figure out.

Compressing the PNGs and minifying the JS cuts the file size in half and we'll see if that's any better.
7DRLs / Re: Space Station Plunder [Success]
« Last post by alxm on March 16, 2017, 01:07:31 AM »
Thanks for your feedback! I agree that it's in pre-alpha territory. Looking back, I should have taken the time to add hiscores and a game over screen in favor of less noticeable features that I worked on instead. Shaping the whole beginning-to-end is something that I need to improve on for these fast game jams, and it's helpful to hear it called out.

Glad you like the vibe, I'll use it as a base and keep going :) And by the way, you can already play it with any HID gamepad.
7DRLs / Re: [7drl 2017] Rogue, Fighter, Mage in: the Goblin Caves [Finished]
« Last post by mathpunk on March 15, 2017, 09:58:13 PM »
This one sounds pretty cool. Will definitely check it out when a windows version is complete.

Thanks for your interest, Legend. Windows executable is now available! It was compiled using clang 3.9.1 targeting i686-w64-mingw for 32bit and 64bit Windows. It should run without any additional libraries: DLLs are included for mingw, and SDL 2.0.5. It was tested on Windows 7 and Windows 10 with an Intel Xeon E5-2676 processor. Building and testing was done on Amazon workspaces (Windows 7 value bundle and Windows 10 value bundle), would love to hear about any trouble running.
7DRLs / Re: Space Station Plunder [Success]
« Last post by javelinrl on March 15, 2017, 06:33:36 PM »
The new build works fine but you really should figure this dependency thing out or even the new build will become obsolete pretty fast. Maybe you could compile those in statically? I think the SDL libs are fine as is because they don't seem to change as much...

The game is neat but I can't really call it a complete entry. There isn't an end game or sense of progression at all. There are some things I'd improve upon (like asking for confirmation when using ESC or always extracting minerals from asteroids) but my overall critique is that a game needs to have a beginning, middle and end, which yours doesn't. When a game fails to meet these criteria it is often called a simulation but that's not the case here either, there's not much simulation going on or stuff to enjoy while playing.

I'd say you got a good base here (even though everything is too easy at the moment) that you could turn into a full game. More of a technical preview than anything else really, I wouldn't consider this even an alpha release.

That being said, I enjoy the graphics, the minimalistic aspect of the gameplay with things evolving from quadrant to quadrant and the fact that you only use 2 buttons to play, which is pretty neat. If you ever turn this into more of a game it would be pretty cool to play with a gamepad. It would certainly remind me of those Master System games of old, which you only had 2 buttons to use, very simple graphics but even then I spent countless hours enjoying them  :)
7DRLs / Re: Zurvivors [7drl 2017] [Success]
« Last post by Zireael on March 15, 2017, 09:52:55 AM »
Takes looong to load. Given the size of the individual tiles on screen, the texture sizes definitely could stand to be toned down. Also the rotating tile in lower left corner might be a performance killer on weaker cards.

Apart from loading times I saw no performance issues in a short play, though.
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