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Messages - Tzan

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1
I have a green lock on all pages with Firefox

2
Traditional Roguelikes (Turn Based) / Re: Parasite v0.6
« on: November 28, 2019, 01:43:47 AM »
Quote
Pressing alt6 to see that screen works fine.
But when you press 1 to set evolution direction, it switches pages to Goals.

Switching windows is fine.
The problem is picking the evolution direction then switches the window
and doesn't set evolution

I dont have any hotkey programs.

Dont worry about it.

The game seems very difficult. I always get killed before getting a second upgrade.

3
Traditional Roguelikes (Turn Based) / Re: Parasite v0.6
« on: November 21, 2019, 06:56:31 PM »
Firefox 61.0.2 (64bit)  :)
Win 10

There is Firefox 70.0.1 but I doubt that will change things.

In FF with no game running, pressing Alt highlights "File" in the drop down menu bar at the top left.
Then a down arrow key will open the drop down.

4
Traditional Roguelikes (Turn Based) / Re: Parasite v0.6
« on: November 20, 2019, 09:32:32 PM »
I tried the web version.
Pressing alt6 to see that screen works fine.
But when you press 1 to set evolution direction, it switches pages to Goals.
I found that I have to press and release Alt, like it is a mode switch.

So Alt 6, then Alt, then 1 will set evolution direction
Not sure if this is intended but its not natural.

5
Ah so its a very short play through.
Making the map smaller makes it play faster, how short do people want it to be.

Chopping off the last 5 levels does make the game easier.
When you say doubling the content I think you mean you are swapping out low level units with unit types from the higher levels and scale down the strength of them. But it doesn't make the game physically bigger or longer to play.

I was originally thinking that you were going to make the lower levels bigger to fit the items from the higher levels.

These are big changes from what you have.
I suppose you could have both modes available and the player can pick to play the original or shortened version.
If you make both versions available you can try anything you want in the new version, it frees you up to experiment.

Yeah you might want to rename "Cheats"  :)

6
Yeah, difficulty levels sounds like a good idea.

7
I haven't played it but I do like the play idea.

Some questions:

1. How long does it take to get to level 5?

2. Is this a project you love, or a combo of love and want to make money from? Making money is OK :)

Since July you only have 6 reviews which indicate a low number of users, so not much money.
If you make more content, it will probably not boost sales significantly, so it would only be for the existing users.

You might be better served making a new game. Use existing code and apply a new original concept.

Of course the money might not be your primary focus. Which is fine too.





8
Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« on: September 15, 2019, 02:32:16 AM »
Wow nice explosions!

9
Temple of the Roguelike / Re: The Temple is crumbling down...
« on: September 10, 2019, 03:06:05 PM »
Early dev is fine.

10
Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« on: August 28, 2019, 02:05:32 AM »
*click*

11
Early Dev / Re: The Brikverse
« on: August 05, 2019, 08:45:49 PM »
A few recent images
Solar System:




This is an entire planet.
You can zoom to lower levels.
Perlin Noise maps for elevations and wetness.
Pay no attention to the out of scale minifig.


12
Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« on: August 01, 2019, 05:59:14 PM »
You might consider putting the Discord link on the top post here and also on the Itch page.

13
Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« on: July 27, 2019, 03:38:04 PM »
A way to find objective locations is important.

14
Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« on: July 26, 2019, 12:37:27 AM »
If the combat system is mostly set, the only other thing is demonstrating a quest chain.
If you'll have them. Doesnt need to be too complicated, like the way Borderlands does it.
Do A, B, then the Boss.
I assuming you dont have have a lot of them yet but you just need one for now.
Not sure how many scripted quests you wanted to do. Maybe its supposed to be 100% procedural?

When you feel ready let me know and I'll poke Nook again, if you dont feel comfortable doing it yourself.

15
Early Dev / Re: Auto Fire: A turn-based roguelike car combat RPG
« on: June 18, 2019, 08:12:54 PM »
Wow nice friend. You can really tell its a pro voice which is why I was surprised :)

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