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Messages - Legend

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61
Infra Arcana and Slimy Lich Mummy are two very good roguelikes with a big focus on ranged combat as well. My favorites.

62
Early Dev / Re: Pioneer- open world exploration game for Android
« on: April 22, 2016, 04:38:45 AM »
There is a lot of cool things going on in this. The UI still needs a little work. A tutorial would be nice. Took a bit to figure out how to reload and heal.

Also, the climbing mechanic seems a bit tacked on and not really needed. It doesn't really add anything fun to the game. It just adds an extra process to get from point a to point b. It gets annoying after a while.  I like the idea, but it could probably be implemented better.

Why can I only jump a couple of times. There is nothing that I can see that lets me know if I can or cannot jump.

63
Sorry for the huge bump, but does anyone know if the most recent version is available somewhere else other than steam? I checked out itchio, but it states an older version on the main page, and the desura page lists that it was updated last before the latest version was released. Plus desura is listed in  European currency rather rathan US.

64
Early Dev / Re: Caves Roguelike (36dev team)
« on: March 27, 2016, 06:55:28 AM »
Really liking the new update.  Thanks for adding the clarification to the radar.  I really dig the whirlind axe and hoping I can get my hands on a shotgun/blunderbuss which some of the skeletons seem to be firing at me.

This game has a lot of charm and has easily become one of my current favorite roguelikes on android.

The ads are quite un-obtrusive. Which is nice. Though, I would gladly pay a dollar or two for the option to remove them and help contribute to the developers.

65
Player's Plaza / Re: Stealth roguelikes?
« on: March 19, 2016, 01:40:37 AM »
Infra Arcana has some rather nice stealth gameplay. Especially if you play as a Rogue class. I know NON put a lot of work into the stealth mechanics. A new version was just released too.

66
Early Dev / Re: Caves Roguelike (36dev team)
« on: March 15, 2016, 11:47:31 PM »
Been playing this for a few months now. Rather cool, but a few things still need some clarification.

Like those rune tiles which activate when you step on all five tiles. Does it provide a bonus only when standing on the center tile, or for the rest of the level?

Also, what exactly does the radar alert you too and how do you differentiate between the two different radars? They both appear  exactly the same so I have no idea what I am switching to when I change the radar.

67
Any chance of getting that final version  in a version that will run on win xp?

68
Playing the xp version. There seems to be some lag/delay in key commands. When making single key presses, it is pretty marginal, but if I hold down a key to move in a direction and release the key, the character continues to move for a good bit after I take my finger off the key.

69
Rhis is pretty fun. Fullscreen mode or at least being able to maximize the window would be nice.

70
Dethtrap Dungeon 7drl or lone wolf 7drl?  :P

71
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 04, 2016, 12:53:51 AM »
Quote
With the axes i was thinking of adding a dead zone where the destination cell gets highlighted, so you can see if you're, indeed, going diagonal before commiting the movement... however, that presents its own challenges, as the continued movement of the axis could mis-fire and go towards a unintentional direction.

Personally, I believe that the best solution would be to combine your idea with what Akeley describes. When the player moves the joystick, the corresponding tile is highlited, but no actual movement is made. When the player presses the designated "step/move" button, the player's character will then move. Once the player presses the "move" button, the direction which was designated is locked in until the "move" button is released. Therefor, if the player holds down said button, they will move continuously in the originally selected direction. And, of course, pressing the "step" button when it is within the deadzone without having the joystick being pointed in a specific direction will result in a wait/rest/search kind of command to let a turn go by without actually having to move.

72
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 06:19:44 AM »
Quote
Interesting combination. Do you use your diagonals as "diagonal" joystick movements? or cardinal movements are mapped to diagonals on that second joy?

I use the actual diagonal directions for movement.

At first I tried mapping all 8 directions to a single joystick, but because of the nature of analogue joysticks, it was rather difficult to move without accidentally registering going down-left for instance as either just down or just left. Then I went to mapping cardinals to the dpad and diagonals to one joystick. Then both joysticks since it just felt more natural and often needed more buttons to be mapped which was more comfortable on the dpad directions.

This leaves a xbox360 or Logitech f310 as I have with full 8 way movement and a minimum of 16 usable buttons. And even more if needed by adding a "shift" function to one of the buttons. Which makes it so if I hold it down, then all the other buttons change their mapping functions as assigned.

The big hurdle to this is if menus cannot be navigated by cursor and enter keys. The secondary downside is There can be quite a few functions to try and memorize which button is programmed to do what. It can take a good bit of time to set it up intuitively.

73
Traditional Roguelikes (Turn Based) / Re: Demon's Sword (now at v1.0)
« on: February 03, 2016, 05:13:52 AM »
Wow. I love this.

I've always liked Telengard and DND which it was derived from (by the same author as well), and this is a pretty fun arcade style dungeon crawler in the vein of Telengard.

It keeps the simplistic charm of the original with just enough added features and depth to make it seem like a spiritual sequel and it plays great. It even keeps a similar interface to the original but also makes it so a the enter key can be used as a broad "interact" button which makes it play much smoother. Which is especially helpful with the real time reaction input that the original and this game utilize. I do wish that the main menu could be navigated using the cursor keys and Enter though.

The graphics are very nice with a combination of oryx roguelike tiles and a status area and border reminiscent of the old ad&d gold box games.

This could use some better documentation though. There are a few items which are not explained at all what they do, like the candles.

I think the traps need to be tuned up a bit. They are invisible and can deal massive random amounts of damage.

I booted this up intending to just check it out for a minute and next thing you know I was playing for over an hour.

I'm finding it rather great so far.

(If the dev is reading, the sound seems to distort for some reason after I switched to fullscreen. Winxp.)

74
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 04:50:33 AM »
Quote
Quote
A nice thing is that playing with a gamepad feels nice, and lot of people like it that way

And a lot of people - majority in the RL world probably - still considers gamepads as console heresy. It`s an understandable old habit/sentiment, however gamepad (with a good d-pad) is superior to all other forms of control input, it`s just ergonomics.

Indeed, this is probably the feeling of the majority that already are on the roguelike bandwagon. However, i'm intending to open up the game genre a bit to the "masses" so people that don't usually play roguelikes can get a hang of it. And yeah, gamepads are ill suited for some genres, but roguelikes shouldn't shun them because their ergonomics help on long sessions where you can relax your arms a bit and play comfortably.

I definitely appreciate gamepad support. Aside from becoming more accessible to the "masses", it also opens things up to those who have situational constraints which may actually make them more likely to play games with a gamepad as opposed to keyboard only.

I actually play many roguelikes using keyboard mapping software like xpadder and joy2key. Infra Arcana, DoomRL, and Frozen depths for instance are quite easy to do so with their limited command set and the ability to scroll through ,enus with arrow keys and make selections with enter.

The best way I found for movement, is to separate the cardinal directions on the left joystick, and the diagonals on the right joystick. Using the dpad itself to be able to map to other functions.

75
Black Mamba's who slither up through the cracks of the floors?
Crawling intestines that spew forth from a reanimated corpse?!
Got binded by a raven pecking at my eyes!!!
A croc headed mummy?!?
A severed hand trying to strangle me?!?
Spitting cobras that blind me?!?!
And just what in hell came out of that coffin which I could not identify, hitting me with an ethereal scythe, backed me into a corner, surrounded by worm masses and zombies spewing out their intestines and severed hands, slowing me down, and literally terrified me to death!?!?!?!

You sir, are devious!

Loving the new update!

Code: [Select]
Ash
   * Explored to the depth of dungeon level 3
   * Was 15% insane
   * Killed 87 monsters
   * Gained 301 experience points
   * Gained a score of 332

Traits gained:
   Adept Melee Fighter, Adept Marksman, Dexterous, Lithe, Tough

Unique monsters killed:
   * None

History of Ash
            0: Started journey.
          323: Identified a Potion of Confusion.
          325: Identified a Potion of Curing.
          483: Started babbling incoherently.

Last messages:
   I am terrified! The Worm Mass misses me. It misses me.
   I am too terrified to engage in close combat!
   The Worm Mass bites me.
   It reaches for me... I dodge! It reaches for me...
   Everything around me seems to speed up. I am no longer terrified!
   I dodge an attack from The Worm Mass. I dodge an attack from it.
   I swiftly swap to my prepared weapon (a Dagger).
   My attack passes right through it! The Worm Mass bites me.
   It reaches for me... Everything around me seems to speed up.
   My attack passes right through it! It reaches for me...
   Everything around me seems to speed up.
   It slices me with an ethereal sickle. My spirit is drained! I am terrified!
   I dodge an attack from The Worm Mass.(x2) It misses me.
   I am too terrified to engage in close combat!
   The way is blocked.
   I hear a click...
   An alarm sounds!
   I am no longer terrified! It slices me with an ethereal sickle.
   My spirit is drained! All my spirit is depleted, I am devoid of life!
   I am dead!

The final moment:
                                                                               
                                                                               
                                                      ##########               
                                              #########,'....,.#               
          ########################            #...,...'',,#.#.'#               
          #@w-?}w'.............;;#            #,#######.'``.''`#               
          #/]-)##############,;.'#            #.#     #.,`.`&..#               
          ####'##           ##'###   ##########.#   #####'####'#               
             #[}#           #   #    #....;.'.#.#   #.....#  #.#               
             ##)#           # # ######...#.,`.#.#   #.#####  #.#               
               .            #   ,....'........#.#   #.#      #.#               
               ..           #+########.#.,.,..#.#   #.#      #.#               
               ..                    #.&......,.#   #.#      #.#               
                ..                   #####'######   #.#      #.#               
                .                       #..#        #.#      #.#######         
               ###                      #.##        #.#      #.......#         
                                        #'######    #.#      #######'###########
                                        #...,..######.##########....}&.'.......#
                                        #...#,.'.................#.0;|.#...#.#.#
                                        #......###################.....#.......#
                                        #......#                 #.....#.......#
                                        ########                 ###############

I did notice something that I thought was a little funny. I was trying to fend off a rediculous amount of black ooze by throwing cocktails and tnt at them. There was a couple cocktail pickups next to the ooze. after throwing two cocktails of my own and a tnt bundle, the two cocktails were still right there to be picked up. I assumed that they would have been destroyed and\or made the fire spread more.

I think maybe those black ooze should maybe appear a little bit later in the game? They are quite devastating in the first couple levels. Especially when combined with worm masses. both of which keep multiplying.

The ghoul is pretty fun to play as. Though, I would think that if I ate a zombie corpse, it would vanish and not come back to life. But when I eat one, the corpse does not disappear and will still rise.

My custom distorted font that I used to use, doesn't seem to look quite right anymore when I tried using it with the new version for some reason.  :(
http://forums.roguetemple.com/index.php?topic=4803.0

I miss the cool ascii tree/moon/tombstone kiil screen!

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