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Messages - Zireael

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7DRLs / Re: The Abyss of Souls [7drl 2017 Success]
« on: March 15, 2017, 09:49:11 AM »
I tried the bugfix build and I like the look of the UI, but the combos are a bit arbitrary indeed. At least the first level should make me use them intelligently, maybe with some tips showing 'hey you, you're about to use a defensive action' or 'combine this with another blow to get a combo!'. As the things stands, it's a pretty game with a great premise but boils down to bashing buttons hoping I get the right one for a combo.

I am seeing no performance problems, but to be frank this is a switchable graphics laptop where the drivers are shot to all hell so I'm never sure if I'm running off the dedicated card or the integrated Intel.

7DRLs / Re: SevenRogues
« on: March 09, 2017, 07:05:42 PM »
Looks awesome for someone who "doesn't know Unity or C#" !

7DRLs / Re: Cyan Security - A Cyberpunk Adventure [7drl 2017]
« on: March 09, 2017, 07:04:18 PM »
The visuals already look amazing!

Early Dev / Re: Veins of the Earth LOVE2D port - feedback
« on: February 25, 2017, 08:25:52 AM »

Pretty debug item creation screen

Funny bug with outline shader

Visibility overlay that allowed me to find a bug in FOV calculations

Changelog for this week:
    Implement a debug menu
    Implement a debug summon NPC option (creates a selected NPC next to the player, with some caveats - e.g. if we're missing the tile for it, we don't spawn to avoid crashing the game)
    Implement a debug create item option (creates an item on the player's tile)
    Implement "egos" in Angband-speak (item magical properties) - for now only for armors, for test purposes
    Spend the rest of the day making debug item menu look pretty
    The debug create item allows you to add multiple "properties" (see above), provided they don't conflict (e.g. you can only add one "material" or one "bonus"). Yaay for my own code, no more problems with a leather armor +1 +3 or mithril adamantine leather armor lol (speaking of, I should disallow some materials based on whether it's a leather or metal item, too)
    Write a function to spawn an item with a defined property (e.g. "spawn a leather armor +1 at x,y") outside of the debug menu
    Shuffle the treasure table/list to a data file (no need for it to bloat the Treasure class)
    Suddenly remember I forgot the outline shader (funny bug along the way) and the Cogmind-style labels above actors/items
    Discover a bug in FOV calculations thanks to the labels code, write a debugging visibility overlay, five hours later discover I had a typo in the "does this tile let light pass" function >.<
    Draw actors only on visible tiles, items on visible tiles or those that were once visible
    Write a wrapper function for a ROTLove library function to muzzle printing the whole Dijkstra map to console every time it was recalculated
    Comment out/remove or move to log many debugging prints (the game initializes noticeably faster)
    Adjust the label locations to prevent them overlapping

I would have done more if I wasn't busy trying to understand the ECS. I think the components would be a godsend for complex stuff such as the actors. But I'm stuck on how to make ECS work alongside inheritance.

For now, still rolling along with an old T-Engine solution for classes based on an obsolete Lua "module" keyword. Haven't found a LOVE class library that would allow multiple inheritance (many of my classes rely on it). Ran into loops when "requiring" stuff a couple of times so started to look at components (see above)...

Early Dev / Re: Veins of the Earth LOVE2D port - feedback
« on: February 21, 2017, 06:54:52 PM »
The isometric version is now equal to the orthogonal version. The only thing missing is somehow showing the FOV.

A short clip of the game in action

I also sneaked in a couple of improvements - the visible log above the bottom bar now always shows last 5 messages and a shield shows up instead of damage splash if the target was not hit.

Early Dev / Re: Veins of the Earth LOVE2D port - feedback
« on: February 11, 2017, 02:44:07 PM »
To kick things off, let's have some screenshots of last week's progress:

Inventory screen now displays player money

A torchlight visual effect made without shaders

The LOVE file I uploaded a couple hours ago:

Early Dev / Veins of the Earth LOVE2D port - feedback
« on: February 11, 2017, 02:37:31 PM »
This is a thread for the LOVE2D port of my roguelike that used to be in T-Engine.

I made a separate thread as the old one was getting quite unwieldy.

(Links lead to the old thread)
1. Humble beginnings
2. Pathfinding
3. Basic FOV
4. Beginnings of inventory screen
5. Visible grid and toggleable labels, Cogmind-style
6. RPG ruleset musings
7. Character creation screen and some musings on ToEE character creation
8. Zooming in and out, and Shockbolt tiles
9. Post #1 of current thread

Early Dev / Re: The Brikverse
« on: February 03, 2017, 10:12:53 AM »
That galaxy is looking really spiffy!

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: February 01, 2017, 06:12:21 PM »
We'll be getting a Playable Teaser? Great!

Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: January 22, 2017, 05:47:53 PM »
Good news, I fixed the 'blind on turn 1 of new level' bug. Turns out the FOV wasn't getting regenerated properly...

Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: January 21, 2017, 01:53:12 PM »
Thanks getter! It looks amazing but all the screens/vids on the page are in Chinese and I can barely read around 50 characters :P

Haven't been here in ages since there isn't much to report, I was experimenting with Unreal Engine 4 and c++. To be frank, I am still much better in Lua and I have taken a look at Veins code yesterday as I was making a little one-day experiment in Lua again. The experiment succeeded :)

As for Veins, I seriously need to sit down and work out a good level generator since the libraries I included are giving me the 'narrow 1 tile wide corridor' kind of a dungeon, often ending in a dead-end. Also there is a bug that I need to figure out, the map doesn't redraw properly when changing dungeon level, so the first turn on a new level is made completely blindly.

But well, if I could make a road generator, first in blueprints then in c++ in ue4, I should be able to generate a good dungeon, eh? Tile-based stuff is SO much easier than vectors.....

Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: October 23, 2016, 07:13:17 PM »
Since I last posted, I have nearly finished the game's UI. The lower bar (menu bar/hotbar) currently allows you to make a ranged attack, with the usual caveats (need a bow and arrows). I renamed hp/wounds to Endurance and Health, to be clearer for players. There is now a working viewport, which means our dungeons can be bigger than one screen, and the map GUI elements draw properly on it without weird offsets.

Monster turns are more performant and synced with the debug text in upper right, and there is a player-oriented turn order display in upper left of the map.


The big news is: I heard back from Shockbolt regarding his 64x64 Angband tileset. His reply was positive, so I sat down and implemented something that's been tickling the back of my brain ever since I saw the capabilities of LOVE2D.
Zooming in (64x64) or out (32x32) at will - an animated GIF

You press Shift + to zoom in and Shift - to zoom out. For those who don't know, + and - are the keys right next to numbers, above the letter keys. The map UI scales to fit (the grid, the border around moused-over tile, the ellipses indicating the actor's attitude, the damage splashes).

You can see the tiles for the actors change, but not for items, which are offset a bit compared to 32x32, and terrain is simply scaled up for now (however I plan to find some good-looking walls in the bigger size). So it's not simply "scale up stuff" or "change the whole tileset" (as in T-Engine).

I am thinking on what to name the two modes - "zoomed in" and "zoomed out" sounds silly. I plan to implement some indicators that would be visible only in the "zoomed in" mode (because of the larger amount of space per tile, simply), such as a number telling you how many items are there in a tile or a small icon indicator (8x8?) for monsters which have special abilities/templates/whatever of some kind. (Said special abilities/templates aren't implemented yet)

Link to a post to which a .love file is attached for those who want to goof around: You'll need LOVE2D installed to run it. Sorry, I can make a standalone build only for Windows, and as usual, I plan for the game to be available for all platforms. Besides it's WIP, so going to the trouble of making a standalone right now is... well.

Design / Re: Unicode characters in roguelike games.
« on: October 14, 2016, 05:42:36 PM »
Try looking at those

comparison of symbols in various roguelikes

Some cool obscure Unicode symbols from a rogueliking perspective

The main problem would be finding a readable font which supports them. Zomia's author recommends Noto. It's fairly nice. An alternative you might consider is GNU Unifont which has ALL of the GLYPHS.

Word of warning, even popular fonts like DroidSans or Symbola are missing some glyphs you might consider, such as σ ₵ ♠ Ξ ℸ

Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: October 13, 2016, 10:38:17 AM »
You should definitely try The The Temple of Elemental Evil too. It's fairly interesting as it's really turn-based (combatants are queued) compared to BG's and such.

I wanted to, but it's very hard to get hold of here and now (I somehow missed it when it was released :(), plus it's buggy. The only way to fix some of the bugs is to hunt down a mod... which changes some of the gameplay in a way many people don't like.
So I just stick to watching YT gameplay videos :)

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