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Messages - 7h30n

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16
I love 100 Rogues on my iPhone, perfect for trips to college and back! And it even inspired me to create my own roguelike (which I already told you about).

Can't wait for Auro! (I love strategy games also)

17
Programming / Re: newbie asking for help
« on: October 02, 2011, 09:47:28 AM »
In render_all function:

Code: [Select]
   for y in range(MAP_HEIGHT):
        for x in range(MAP_WIDTH):
            wall = map[x][y].block_sight

Shouldn't it be like that (though I haven't started on Python yet...)?

Edit: Nvm, it seems the forum displays a dot when you have [letter] [letter] without spaces in between them.

18
Yay! It's not only authors and 1 more person posting here!

People don't be afraid to post criticism. We can take negatives so that we can give our best, also posting feedback is not pointless - this gives us hope our free time was not wasted!

The game is relatively simple, just read the control section of readme and you are ready to jump in. Veterans will probably find it really simple but that means you don't have to spend a lot of time to give valuable feedback. While newcomers will hopefully find the roguelike genre interesting and should give their own feedback on how should we ease the process for them.

P.S. This was a pretty quick update but I'm not sure rest will be as quick, it's college time for me again so things might slow down. But then again, if I get into a routine updates might even be more consistent and fast.

19
Off-topic (Locked) / Re: Other game genres?
« on: September 21, 2011, 11:09:26 AM »
I like any genre as long the game is good, and I would really want to get my hands in developing as many of them.

RPGs are definitely something I really like and I definitely want to develop one, but I would really need to spend a lot of time writing the story etc. That's why I'm doing a roguelike with a branching short story.

After Into the Dungeon is finished I will probably make a sidescroller. I'm not yet sure should it be in metroidvania style, just mega man (choosing levels) or strictly linear, but I do have ideas of the setting, story, powers etc. And both Foox (music design in Into the Dungeon) and Psiweapon (art design in Into the Dungeon) have expressed they desire and enthusiasm for that sidescroller.

After those are done, I have a friend who is writing an RPG so I might go with that and make a full fledged RPG. I would also like to make a squad based tactical game (either real time or turn based) and a stealth game just for my sake - I looove those genres. Perhaps stealth game and tactical game would be one and the same.

Anyways, I just started with game development (well actually it has been 6months already since I started making ITD) in my free time and I have soo many ideas. For now, I have to finish ITD and a 2nd year of college... We will see how will that go, hopefully some donations on my upcoming website will make me more hardworking.

P.S. Oh man ... I started writing what genres I would like to make and look what I did ... An essay... When I get a spurr of writing I really do write a lot.

20
The Roguebasin / Re: Rogue Basin registration problems
« on: September 20, 2011, 04:09:20 PM »
I just registered. It all worked fine. I've updated the article about my game, put some redirects and links with other articles.
I was afraid it would be some tough roguelike question upon registering but it was e z p z  ;D

21
Off-topic (Locked) / Re: pixels - now with examples
« on: July 17, 2011, 12:25:03 PM »
You definitely love making tiles, and making them being loved by other people!

I'll probably release the game here sometime next month but the full release will be on Annual Roguelike Release Day - 18th September (if I got it right).
Ofcourse if the game will receive enough attention I will continue improving it. Otherwise I'll be making another project, I feel like making a strategy game (something like X-Com or Commandos). It will probably be isometric 2D so if Psiweapon loves to make isometric tiles... ;)

22
Traditional Roguelikes (Turn Based) / Re: X@COM
« on: July 14, 2011, 12:18:01 PM »
I don't know if this was posted but this article summs up the whole chain of events:

http://www.eurogamer.net/articles/2010-11-28-the-story-of-x-com-interview

I'm really sad it turned out this way. Julian Gollop is definitely one of the best people in game industry and I long for a game made by him. I would want to get my hands on 3DS just so I can play his latest work - Ghost Recon: Shadow Wars.

On the other hand Mode 7 has a nice treat - Frozen Synapse!

23
Traditional Roguelikes (Turn Based) / Re: X@COM
« on: July 11, 2011, 05:53:11 PM »
Feels good, my senses are already sharpening! Atmosphere really feels like X-Com.
UFO:Enemy Unknown is my favourite game, I was thinking about making a similiar game after I finish my current roguelike. Psiweapon up for some tiles version? ;)

Have you seen Xenonauts? Looks pretty good!

I won't mention 2Ks XCom because my disgust would burn the internet alive.

24
Temple of the Roguelike / Re: Roguelike Round-up
« on: July 01, 2011, 10:11:58 AM »
Excellent article!

I think it inspires motivation and brings the community a bit closer. Something that will surely help newcomers to roguelikes (like me).

I didn't know about Annual Roguelike Releases and your article really motivated me to finish & polish my own roguelike (which is in early stages) until September.

25
There's another spiritual sequel in works:

Xenonauts - http://www.xenonauts.com/

26
How's the UFO:AI project going?

Unfortunately for me, nothing compares to first X-Com:UFO Defense. That game is my all time favourite. The atmosphere, the combat, everything!

27
Off-topic (Locked) / Re: Portal 2
« on: May 05, 2011, 08:22:22 AM »
Unfortunately I can't find the time to play. College + making my own roguelike is really taxing on my free time. But then again programming my own game is really fun!

The first one was amazing!

28
Programming / Re: Modern Hitman/Spy RL
« on: May 05, 2011, 07:24:34 AM »
That is an excellent idea for a roguelike. My friends also told me I should make a stealth based roguelike, but since I'm making my first (which you can try the alpha version) I didn't design it that way.

I wish you best of luck in making it and ofcourse tons of fun!

Regarding fast weapon switching, yes that is great. Maybe I'll add the feature in my own roguelike when I do the ranged weapons

29
Early Dev / Into the Dungeon++ New [ALPHA 0.2] LF Pixel Artist
« on: May 03, 2011, 03:17:53 PM »
Hello everyone!
I joined couple of days ago and I said in newcomers topic I'm working on a roguelike.

Game overview:

Developer: Teon Banek (that would be me)
Graphical Artist: also me, but if anyone is willing to draw sprites that would be awesome! (my pixel art is pretty bad)
P. Language: C++ with SDL library
Licensing: Closed Source, Freeware
Platforms: Linux, Windows
Influences: Rogue, Diablo, 100 Rogues, NetHack, Dungeon Crawl

About the game:

This is my first roguelike and my first project like this.
Items are taken from a basic pool and randomized by giving them better stats, cursing them or making them unindentified. Depending on the bonus they get suffixes to their basic names. The same thing is applied to potions, although cursing them makes them take away your health.
Spell system is implemented via one use scrolls. Scrolls are hardcoded and some damage spells get better based on the dungeon level. So far there are scrolls: emergency random teleport, hp regen, fireball, identify, bless (remove curse), enchant item (gives +1 attack/armor)
There are no classes nor magic points of any sort, what you find is what you use and need to use to survive.
Inventory can carry up to 20 items. Each item takes 1 slot, even potions. This should result in choice strategies when more items are brought up.
There are 7 equipment types (headgear, weapon, shield, armor, amulet, ring, boots) and equiping items does not free the inventory.
So far there is an endboss randomly selected from possible monsters on level 10 which ends the game.
The game was imagined as a coffeebreak roguelike, played in short bursts with boss fights after certain levels.
Items and Monsters are easily modified and added via editing the text files in data folder and drawing the graphics and adding them to gfx folder.

To get it working on Windows you will need some dll files:
http://www.libsdl.org/release/SDL-1.2.14-win32.zip
http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.10-win32.zip
http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.10-win32.zip
Extract those and put them in /windows/system/

And then download my game and run the exe:

http://www.megaupload.com/?d=ZOH2I5CT

Linux version, you will need SDL library, Use your favourite software manager to install necessary SDL libraries (SDL, SDL_image, SDL_ttf)
http://www.megaupload.com/?d=YSG9IDWB

The game is obviously work in progress and I will appreciate any help you give me.
Feel free to point out both good and bad things with the game.

A pixel artist willing to work with me on this game would be amazing!

Edit: A friend found a bug when encountering Dragons. Sometimes HUD disappears, save & quit then restarting fixes it. I'll look into it.
Also, apparently the game is now too easy (was too hard before)
It seems I forgot to save highscore after finishing the game

Edit2: I don't want to double post. I've released a new version. Here are the important changes (rest are in .txt included with the game)
Code: [Select]
#Gameplay:
- Made the game harder (less drops, stronger enemies)
- The game now has a minimap toggled by TAB
- Added Fog of War mechanic toggled by F11
- Damage over Time effects now display HP damage/regen over characters
- Items are now color coded for your convenience (white<blue<green, cursed=red)
- When viewing items a new window of an item you already have equipped next to
  the item you are viewing (for easier comparing which is better)
- When spawning on a new floor the Dungeon Level is now displayed briefly
  above the main character
- HighScore List now has pages (Left & Right Arrow Keys change the pages)
- Added HelpScreen/Control list toggled by F1

30
Hello Everyone!

I'm from Croatia and I'm a student at Faculty of Electrical Engineering and Computing.

First of all I love gaming, I've been gaming since I was born (I'm 20 atm :) ). There is a certain game that hooked me like no other. It was Diablo. At that time I didn't know what a roguelike is nor how it plays but Diablo although distant to true roguelikes introduced me to the genre. Later I found out about Rogue, Nethack and others so I started playing them (mostly iPhone ports) and I really liked them. Especially the perma death and turn based nature (my other favourite game is x-com).

My other love beside gaming, watching movies & reading books is programming. So I got an idea. Why not make my own roguelike.  It certainly will help me gain experience in a possible future profession and instead of making boring (and so far easy) college coding tasks this should be fun.

It's been over a month since I started my project. Written completely by myself in C++ with SDL and help from Roguebasin the project is near it's phase where it can be pretty playable, almost finished game.
I also made my own pixel art (albeit really sucky one) but I'll post the game here when the main menu is done. After that all I need is pack the game with content.
Since this was my first project of this kind the code is pretty messy (and I always try to keep it clean) so I won't be releasing the source. Furthermore the game doesn't have original ideas, I was mostly influenced by Rogue, NetHack, 100 Rogues and ofcourse Diablo. On the other hand I'm sure you will appreciate the hard work that went into it and help me polish it when you get to play it.
Maybe I dare and make another one (maybe while learning another languge).

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