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Messages - Techbear

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7DRLs / ArtemisRL [7DRL 2016 Success]
« on: March 13, 2016, 09:54:35 PM »
A space roguelike for Windows, based on my Artemis SBS game universe. Board derelict ships, kill aliens, grab loot.
blog: http://thomr.eochu.com/
DL link: http://www.eochu.com/dl/ArtemisRL-1-0.zip


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I just examined the alferd spritesheet unpacker.  It seems to be designed to help you cut spritesheets into individual sprite image files.

There seem to be plenty of tools that create, or deconstruct, spritesheets.

The tool I'm imagining would be able to do both, but its main job would be to make sense of spritesheets.  Look at the spritesheets recently used in the 7DRL Firetail.
http://oryxdesignlab.com/product-sprites/ultimate-roguelike-tileset

While the individual images are well-organized and regularly-spaced, using the art still requires you to (manually) record which cells contain the weapons, which contain the swords, and which contain the flaming swords.  Not to mention making your code properly use the images that are meant to be animation frames.

Check out this spritesheet: http://www.36peas.com/blog/2010/9/13/free-japanese-ninja-shinobi-sprite-sheet.html
This image is much more about animation frames, and the frames are regular in H but not in W.  Parsing this would be different from the previous example.

Perhaps I could tackle this problem by making a spreadsheet of all the images, recording x-y-w-h for each image, plus keywords and level values.  But the spreadsheet wouldn't clearly associate the spreadsheet row with the image.  And building/editing the spreadsheet would still be a lot of work.  Right now many of us just make an array in our code to hold this data.

So I'm imagining a tool that looks and works like both an image editor and a spreadsheet, allowing you to load or make a spritesheet, find all the images it contains, organize the images according to type and sub-type, and annotate the images with keywords and values.  I'm also imagining a very smart, interactive UI, that would spot similarities in adjacent images, and ask you to identify whether the set of images were animation frames, similar objects, or what.


I now doubt that such a tool exists, so somebody got to make it. :)  A friend suggested I put it together in C# .NET.  Anyway I create it, it'd be open-sourced, so I'm not the only one working on it. :)

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Development Process & non-technical / Spritesheet analysis tool?
« on: May 12, 2015, 01:12:20 AM »
There's so many good, free or low-cost spritesheets out there!  And they're especially good for short projects, like the 7drl.

But they're also packed with images that must be carefully examined and categorized, to use in your game.  So I usually pick a player, enemy, wall, and bullet from the spritesheet, and get those working first.  Then I can (theoretically) go back and pick out other images to add to the game (again, usually manually).

Is there a better way, perhaps a tool?  A tool that examines a spritesheet and lets you easily mark, sort, and categorize the sprites?  Something that could help you master all the content of the spritesheet quickly and easily?

4
7DRLs / Re: Rogue Space Marine (7DRL 2015)
« on: March 08, 2015, 09:23:55 PM »
Neat!  Cute art!

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7DRLs / Vamps N Wolves [7DRL 2015]
« on: March 08, 2015, 09:22:19 PM »
I've always wanted to participate in the official 7 day rogue-like competition, but something always came up. This year, I'm finally doing it, by promising myself I won't attempt anything challenging. :)

My idea was a stealth game where you sneak past werewolves and vampires in a creepy castle.  The trick is, you can disguise yourself as one or the other.  I've been working on the project since yesterday.

The current build (for Windows) is available at http://www.eochu.com/dl/RL2015-5-altars.zip
The latest screenshot is http://www.eochu.com/dl/RL2015-ss3.png


The current build works.  Move with the arrow keys and toggle between vampire and werewolf modes with SPACE. The close enemies of the opposite type will chase you.  Don't try to attack; you never win. You must slip past the enemies and reach the exit square.

There are 10 levels, with different art, and each SHOULD have more monsters than the last.

Yesterday, it was too simple to hold much interest for long. So I've thought about what to add?

One answer is, collect items into an inventory, combine them into spells, and blast the monsters. More work, but the fun is well-defined.

Another answer comes from the code, where I made the exit square from an "Item" base class. This makes it easier to add more "items", of different types, that do something when the player steps on them. As it happens, the Crawl artsheet I've been using has loads of cool "altars".

SO that's what I've been doing today; adding altars to the game which trigger interesting effects when you step on them. Right now, the working altars are:
-a couple of altars you teleport between
-an altar that temporarily turns you into a monstrous killing machine
-an altar that destroys enemies that are near enough
-an altar that changes the dungeon map in some way

While in the bath, I came up with two features that could give depth to this system.

-a help dialog that would explain how the altar works, when you get within one square. I considered no help text at all, and I considered hover-text using the mouse. Both are still a possibility, but my hope is that the unique altar art + help text (when close enough) will feel good to the player. Keyboard players and mobile players both have issues with mouse-based UIs, so I THINK it's a good choice.

-a powerup bar that fills when you "scrape" an enemy. Borrowed from bullet-hell shooters, the idea is that getting close to an enemy (something you normally don't wish to do) can benefit you. The effects of some of the altars will be enhanced by the amount your "Rage" bar is charged. The closer the enemy (that is chasing you) the more gets added to the bar.

I'm also considering a "Restart" or "Resign" button.

Any feedback is greatly appreciated!

6
Early Dev / Re: Wizard's Awakening
« on: September 12, 2014, 02:59:11 PM »
The rods don't work unless you target a monster by clicking on them.   But you're right, I didn't document that anywhere.

I'll review the game with an eye towards docs and tooltips.

Thank you!!

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Early Dev / Re: Wizard's Awakening
« on: September 11, 2014, 02:03:42 AM »
Wow, did I upload it wrong?  Can no one get it to work? :)

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Early Dev / Re: Wanderers / open world RL
« on: August 21, 2014, 10:03:28 PM »
this looks really good!  You've clearly done a lot of hard work.

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Early Dev / Wizard's Awakening
« on: August 21, 2014, 08:41:33 PM »
Long time game dev; always loved roguelikes; always wanted to make one myself.

This is my latest attempt:  Wizard's Awakening, for Windows.
http://www.eochu.com/dl/WizardsAwakening-first-release.zip
Unzip the file to wherever you like; a desktop folder, or C:\games\WizAwake\, or something.  Then execute the EXE.

Use arrow keys to move, everything else is mouse-driven.

Your character has no HP, no leveling, and no innate magic.  The game is about collecting items while avoiding monsters.

All feedback appreciated!


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