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Announcements / 9011 Collins Ave
« Last post by Gail Kim on Today at 04:33:59 PM »
For a look at your new Surf Club Condominium for sale or rent, visit our site now for more details.
9011 Collins Ave
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Announcements / Re: Warlock of Firetop Mountain version 1.0.0 RC 06
« Last post by Krice on Today at 07:21:45 AM »
Tried to use a smelly cheese, but I couldn't eat it, instead the game was asking a direction to use and then it dropped the cheese in that place. I wonder if it is some kind of special item. Like you have to place the cheese on a pedestal to prevent triggering of an arrow trap.
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Developer's Lycaeum / Re: Possession (formerly Possession 2) - Beta almost ready!
« Last post by Rickton on November 13, 2018, 11:23:29 PM »
I believe I'm done with creating the sounds for the game! Obviously I'm sure one or two might have been missed that will come up in testing, but aside from that I should be done with them.



Now the last thing that should remain before Beta 2 is implementing and testing all the achievements.

Unfortunately, although I really wanted to get the game out this year, it doesn't look like that'll be happening. I do plan to have Beta 2 out for testing next month, though.
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Announcements / Re: Warlock of Firetop Mountain version 1.0.0 RC 06
« Last post by corremn on November 13, 2018, 11:19:13 PM »
I see you already found out the jumbled monster descriptions one.

The other thing I noticed is that when you have a full inventory, you can't pick up ammo for your equipped type.

Monster descriptions should be fixed, with the latest binary. Note I am just replacing the binary for minor updates, so it will seem like I am not updating it.   The latest binary should say "06r5" in the start screen.  Save files should in incompatable.

I have noticed the pickup bug before, but since you have mentioned it I will go ahead a fix it.

Feel free to give further feedback on what you like/dislike while playing (and of course any bugs).
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Announcements / Re: Warlock of Firetop Mountain version 1.0.0 RC 06
« Last post by Sock Puppet on November 13, 2018, 11:08:33 AM »
I played this a couple of times now and noticed some bugs.

I see you already found out the jumbled monster descriptions one.

The other thing I noticed is that when you have a full inventory, you can't pick up ammo for your equipped type.
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Temple of the Roguelike / Re: May 24 Updates, SSL and GDPR
« Last post by Kyzrati on November 13, 2018, 08:28:51 AM »
As usual, please let me know if something doesn't work :)
Note that although you've switched to HTTPS, most forum pages are still not secure. You need to ensure all images (including even avatars and icons, for example) also fall under the HTTPS rules, otherwise the site is marked as mixed content, which isn't fully secure. (On SMF simply redirecting HTTP to HTTPS isn't enough!)

Edit: Also, I've been seeing people mention elsewhere that they can't/won't visit the Temple because of this and/or the "improperly configured certificate" issue.
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Major Roguelikes / Re: TomeNet — MMORPG roguelike game
« Last post by tangar on November 12, 2018, 08:56:42 PM »
Past stream, playing Ob Ovo, without cheezing -- TomeNET DEATH KNIGHT REBORN:

https://www.youtube.com/watch?v=twl_CqW9QQQ
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Announcements / Re: Warlock of Firetop Mountain version 1.0.0 RC 06
« Last post by corremn on November 12, 2018, 12:31:07 PM »
Version Update: Warlock of Firetop Mountain version 1.0.0 RC 06 update 5.

Fixed a bunch of minor stuff. Thanks to our Finnish friend.

LATEST VERSION
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Early Dev / Nihilist -- Experimental
« Last post by SarahW on November 12, 2018, 08:00:46 AM »


This is a test game I created in a couple of days. I still plan on refining it, though I'm still extremely new to learning how to do procedural generation.

Title: Nihilist
Genre: Puzzle SF

Concept: An experimental puzzle terminal game without corridors, and a slightly different battle system. This one also focuses more on puzzle solving, although there are random battles after each unlocked door.

Issues: Each hidden room with locked door had a random chance of encountering another locked door, so the puzzle difficulty could have more difficult if I had not had a boss battle after each unlocked door.

IPFS Link:
https://gateway.ipfs.io/ipfs/QmSUdSxucKdbnxxA29ezNEeiPT318wg4iTxLTSo3RXinmY/Nihilist.tar.gz

Please let me know if the link is broken, and I'll replace it!
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Design / Re: Corridors considered harmful
« Last post by SarahW on November 12, 2018, 07:46:54 AM »
I see; semi-random generation through randomly selected predetermined chunks. That's an interesting concept indeed, as long as there is plenty of chunks available so that dungeons never feel samey.

Just finished it in a couple of days. It's not going to be perfect. This one is called Nihilist.^ ^
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