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Messages - soundlust

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Programming / Re: More Free Tiles!
« on: June 07, 2013, 06:53:54 PM »

Made too many changes that ruined the readability and consistent look I was going for. Got stuck
pushing and pulling things around trying to make it work, so I decided to just revert to this state and
release the tiles for anyone who would like to use them.

And work on a separate set using what I learned from experimentation. Updated main post with the link
and here as well!
Thanks for all the feedback guys.

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Other Announcements / Re: Exploring the ASCII Dungeon
« on: May 13, 2013, 10:31:03 PM »
I like this idea, I haven't watched them yet but I think the hardest part about it would be keeping the commentary interesting enough without visuals. Will be watching a couple later today though and will post back =D

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Programming / Re: More Free Tiles!
« on: May 13, 2013, 10:06:43 PM »
O man! That old retro look is amazing! I can't wait to get back and finish them up now, if only for the ability to do more mockups like that! Damn cool idea, malignatius!

I realized I didn't post this animation a friend made after giving some advice for some slight improvements. Everyone else makes it look so much better than I can it seems.



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Programming / Re: More Free Tiles!
« on: May 12, 2013, 07:04:36 PM »
Hey Guys! Thanks for the feedback! Nymphea, yeah I'm trying to find a consistent look still. Trying to get the hills of grass to work, while keeping the transition to a single row of tiles is something I'm struggling with. I've tried 5-6 variations. My thoughts on the water, is an interior water tile for narrow channels and  rivers like that, and the exterior tile that can be used in mass.

Krice , my first attempts were 16x16 and I struggled to keep things from looking repetitive, so I thought maybe going smaller/simpler would be a smart idea. They can still be scaled 200% if necessary.

Nadako thanks! I had planned to have released the entire set with additional tiles I made before I began travelling this weekend to go see family. I didn't get done, it should be released as soon as I get back home.


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Programming / More Free Tiles!
« on: May 09, 2013, 09:18:35 PM »
So I've been slowly learning pixelart. My first project was to make a tileset for a random pre-existing game a few weeks ago and I bombed and they never saw the light of day. I've made some progress and have been inspired by oryx and the other sets that have been coming out, and figured I would try again.

So I tried to create a small 8x8 set,  that I would have something as reference when I try to find a game to make a full custom set for.  I plan to add another couple small UI elements and a few more mandatory items that are missing. I ran into the problem that the player and enemy icons got larger than 8x8 when I was trying to make the weapons visible on the sprite. I got the suggestion to separate the base sprite from weapons so that maybe people could use layers to fix the problem.



I would love any feedback on things you think are missing. Thanks.
Edit: Forgot the link...whoops

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Programming / Re: Ending: Adventure mode
« on: May 01, 2013, 08:30:11 AM »
the puzzle mode was great. Really addicting little challenges, before I realized it I was on the last one, very good sign! But the adventure mode, I think maybe I didn't understand? I just went indefinitely...the puzzles get you acclimated to the tactics you need to employ thoroughly, that once you get in the adventure mode, again unless I'm doing something wrong which I probably am, I wasn't as hooked as the puzzles.

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Early Dev / Re: The Burning Plague
« on: April 24, 2013, 03:27:34 AM »
It's actually not that bad of a hack job!
But yeah, I think you will quickly run into problems requiring more variation much sooner than
later.

I like the sounds of releasing modules to continuously add content. How are you planning to make the classes play different? I'm running into some problems with that on my own project (also trying to keep things simple but in a different
way).

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Early Dev / Re: The Burning Plague
« on: April 24, 2013, 12:32:34 AM »
Yeah my first project when I wanted to start learning to pixel was to build a custom tileset for a random roguelike I enjoyed. It turned out terribly and I never did anything with it, but now that I've been doing it for a while...I think I would like to give it another go.

Didn't cross my mind to use TOME.

I really like the look you have going by the way pat, I'm interested in how you will exploit the simple system you are
making while keeping replayability high.

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Okay, I just played for a bit again!
I see there are a few new items and skills. I think it's time for more enemies and floors...Because I think I beat it?

I cleared all the floors down to 4 and there were only 2 stairs down on the floor, the both went to dead ends on floor 5. Not sure if it's just a bad spawn or what. Also, with the passive ablities, poison, hit & do low dmg, life power, and higher dmg when not hurt. Impossible to die.

Edit: ok I had full inventory and didn't pick up the item. But I made it to the village, went into another dungeon, went down a free floors and when I tried to go down again this happened: http://i.imgur.com/fJF2Wjk.png

Stuck there permeanantly it seems.

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I played for about an hour the other day, I think it's a neat concept.

My only problem with replay-ability is, there isn't much customization, I found quite a few items
and the differences between them were such there was always a clear winner.

It might be a personal taste thing though. But I'll keep a look out to see what gets added.

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Early Dev / Re: Kali's Ladder
« on: April 19, 2013, 04:00:27 AM »
Been playing since I saw it in the 7drl updates, and you've added quiet a bit since then!

I feel like I'm terrible, I can't get a mage/caster to work at all. Are spells only learned from scrolls?

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