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Messages - eclectocrat

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61
Traditional Roguelikes (Turn Based) / Re: Clarion Release v0.13
« on: December 13, 2011, 11:52:07 AM »
http://www.mediafire.com/?podmkcdjj7k1nmq   That's the one contained on the site, here's hoping it works for ya!   :)

A belated thanks getter77, you're quite the gentleman... (and a scholar?).

62
Programming / Re: Tile set project
« on: December 13, 2011, 11:50:20 AM »
Hey!

You should put this up on TIGForums if it's not already there. Lots of people would be interested.

I can't wait to play a game or two that use your tiles.

Good luck!

63
Traditional Roguelikes (Turn Based) / Re: Clarion Release v0.13
« on: December 10, 2011, 01:04:12 PM »
I wish I could see it, let alone try it out, but w0rdpress is blocked in Ch1|\|a :(

Is there a download link you can post?

64
just tried the latest windows build. Seemed to have an issue with the mouse pointer not "pointing" where it should be. I click on something to move or attack or select something and it "clicks" someplace further off. Seemed to work fine during the start and character select screens, but when I started the game and switched to full screen, this is when it started. Using windows xp btw.

Sorry, Windows support is spotty because I only have a MacBook to test on. I'll try to address the problem in a small patch soon. Once again, sorry for the trouble.

The iOS 1.8 version is now on the App Store. It's a recommended update for all users, but it will break your old savegames. Still I think the improvements are worth starting from the beginning!

65
Hey! I've finally put out a new Windows version!

Please download it and let me know what you think! www.mysteriouscastle.com



Here is the complete changelog from version 1.7.   

GENERAL:    

*   Totally new world generation algorithms. Forests and caves
   are now more mazelike and intertwined, with hidden glades
   only accessible through caves. Towns are layed out
   differently.
   
*   Wonderful new music!
   
   
INTERFACE:

*   Inventory panel redesigned to streamline item management
   and switch between party members.
   
*   Added option for one-click actions, vs. select-confirm
   actions. This should help speed up the pace of games on
   PC's, but is a lttle too error prone for touchscreens.
   
*   To avoid the tedium of checking every corpse for
   interesting things, creatures that die while carrying
   inventory will show a little notifier saying 'dropped
   items!'
   
*   You can now "take all" on corpses.

*   Combat now ends immediately after all enemies have been
   killed. If combat continues then there is another party
   member hiding behind the bushes somewhere.
   
*   Items with powers now show much more data in the info
   panel.
   
*   You can now interact with objects that you're standing
   on, so you can loot corpses and chests without stepping
   off of them.
   
*   Chests now change sprites and play sounds when opened or
   closed.

*   Added a button to the options pane that reloads the last
   saved game.


RULES CHANGES:
   
*   Reduced base armor class by 2, everything is now a fair
   bit easier to hit, including your party members.
   
*   Targeting creatures follows a formula that considers
   light, darkvision, spot, and sneak skills. This means
   that you can no longer just shoot at dark shadows in
   the night.
   
*   Adjacent enemies can't be targeted with ranged weapons
   anymore.

*   Creatures are now a little more tolerant of friendly
   fire from others of the same race. Fights can still
   break out, but not over one lousy web spell placement.
   
*   Mushrooms now grow in caves.
   
*   Sneaking now reduces your movement a little.

*   Flanking now deals bonus damage.

*   The 'blast' spell has been reduced in power.

*   The 'control' spell has been renamed 'charm' and now
   has a chance of confusing targets that pass their
   saving throw.

*   The 'portal' spell always works, but monsters can
   resist and reduce the distance of random teleports.
   
*   The 'heal' spell now heals movement damage.

*   The 'acid' wand is now an area effect ability.
   
*   Many creatures have gained various immunities.
   
   
ADDITIONS:

*   New attack type 'power strike', takes a full round
   and gives a bonus to attack and damage.

*   Added 'curse' the final level 3 spell.

*   New monster types, including angels, elementals,
   and gryphons.

*   New monsters, orc champion, orc lord, and ettin.

*   New weapon power 'bane' deals extra damage to a
   specific race.

*   New weapon power 'penetrate' bypasses a certain
   amount of damage resist.

*   New item power 'immunity', grants immunity against
   certain effects such as 'web' or 'portal'.

*   Various new items added.

*   Some creatures turn into ghosts when killed.
   
*   Some creatures carry a little loot, which allows
   for...

*   You can now pick pocket creatures that you're
   friendly with (town guards) and monsters that
   haven't noticed you (when you're sneaking).
   
   
TECHNICAL/BUGFIXES:
   
*   New save format to allow for future map size
   increases. Old save files are incompatible.
   
*   You can no longer select and target entities that
   are not visible on screen.
   
*   Added a save backup mechanism that can restore
   the previous save, in case a bug ruins your saved
   game.
   
*   Implemented dynamic framerate adjustment for much
   improved heat generation and battery usage.
   
*   Fixed a bug that broke saved games in which a
   character was sneaking.

*   Fixed a nasty bug that broke the game when you
   saved a reincarnated character.
   

66
Traditional Roguelikes (Turn Based) / Mysterious Castle 1.6 & 1.7
« on: September 30, 2011, 04:33:29 AM »
1.6 on the iOS App Store, 1.7 for Intel Macs on IndieDB.

www.mysteriouscastle.com

67
Traditional Roguelikes (Turn Based) / Re: ARRP 2011 - Mysterious Castle 1.5
« on: September 22, 2011, 11:48:20 AM »
Woo hoo!  Congrats on landing the expanded distribution with full iOS powers.   8)  Hopefully you get a nice, ongoing assortment of support from folks!

Thanks for the always positive comments getter77. My hope is to make enough money to buy a copy of Windows 7 and and Android phone so I can port it there too. I want to keep the desktop version free forever but I don't have the spare cash to invest in all the systems I need to do it.

BTW, does anyone have a legal spare copy of Windows laying around? Windows 7 would be best but XP would be fine as long as it's SP3. I refuse to install Vista :P The sooner I get Windows, the sooner I port Mysterious Castle!

Cheers.

68
Traditional Roguelikes (Turn Based) / Re: ARRP 2011 - Mysterious Castle 1.5
« on: September 22, 2011, 05:12:45 AM »
Hooray! Mysterious Castle is available for iOS as "support indie games" ware! Anyone who has donated can contact me for a promo code for a free download from the App Store. Yay! You can also check out the trailer on the website.

69
Hey!

www.mysteriouscastle.com

I've just released 1.4 for intel Macs, the Win32 version will follow shortly. The changelog is really long, some of the most important new features include:

- Saving and loading
- 4 new player races: halfelf, gnome, gnoll, and troll
- Deeper cave levels
- Sneaking + Sneak attack
- Two weapon fighting
- Flanking
- Environmental ambient sounds
- F1 toggles a help screen
- Wands
- Roads lead from the town to a few sites
- Treasure maps

It's a big step for the game. Saving and loading is a long time coming, but it's still a beta so two things to keep in mind: it worked for me, it might break for some lucky chap, and permadeath is not implemented. This one is tricky because it requires me to keep track of whenever a party member is killed and then silently and quickly modify the old savefile to eliminate them. Or I could just force overwrite the old savefile on game exit, but you could force quit the application to get around that. Right now you just need to be disciplined if you want to simulate permadeath.

In this version the tactics have become much more prominent, with the inclusion of flanking, sneak attack, and two weapon fighting, many more tactical possibilites arise. I've included a player guide with the download, as well as put one up at www.mysteriouscastle.com/playerguide.

Hope you have fun, and please report bugs. Windows users: thanks for your patience.

70
Programming / Re: What rpg system are you using?
« on: August 17, 2011, 07:51:35 AM »
I started off with the d20 system core. Now I change/add/remove things slowly, making sure that things stay balanced. It's not perfect, but starting from a (relatively) balanced base helps me focus on programming.

What I find more difficult than balancing the system is balancing the AI. Trying to make the NPC's smart, but not omniscient is tricky.

71
Traditional Roguelikes (Turn Based) / Re: Expedition v0.3 Released!
« on: August 16, 2011, 05:14:05 PM »
Saw this a while back. Very interesting, highly polished. Seemed a bit overwhelming to me but I'll give it a go when I have a spare evening.

72
Yay, I get to play it!

*20 minutes later*

You are clearly someone with a lot of work to do between now and version 1.0!

You are also definitely a person of serious talent to have offered this upcoming gem out of nowhere. I sincerely hope it goes places. It shows incredible promise and is already a joy to play. I look forward to your progress, and urge folks who can afford it to donate.

I'd like to thank you for your kind words and let you know that encouragement like that means a lot to an isolated developer, and really motivates me to work hard. I'm glad someone else sees the potential that I do. You're right that I have a lot of work to do, but I'm enthusiastic and full of ideas, so I'm sure that the game will evolve and get better all the time!

73
Nice work on the start of getting Windows  builds tamed!   8)

Yeah, I was using SDL 1.3 with mingw and DirectX so there was some untangling to do. Actually stumbled on a couple of nasty, obscure bugs, one involving the Floating Point Unit causing crashes in code that had nothing to do with floating point math (on the surface). Sigh.

I takes a lot of hits to kill those kobolds!

Yeah, there aren't meant to be any 'easy' creatures in the game. I'm still experimenting with balance, let me know what you think of it. To make battles a little quicker I recommend having an archer stand back and 'snipe' targets (use the snipe option, next round don't move anywhere and use the 'shoot' option), and have a spellcaster with high intelligence use 'bolt' spells.

The game is lacking documentation, yet another TODO.

74
Hey!

I have an experimental build for 32bit Windows up now! It's got no sound, and a fullscreen bug that may or may not crash the game, but it's a start!

Please try it out! www.mysteriouscastle.com

75
I am watching you... in a non perverted way. I like it! The whole theme is really cool, for whatever reason I get a 'Firefly', 'Serenity' kind of vibe. Keep it up!

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