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What do you mean by online? There's Mangband, which is multiplayer, real-time Angband. I've never played it myself. I'm not aware of any version of Angband that's playable in a browser.
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# ? Jan 9, 2014 05:02 |
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# ? Apr 17, 2024 20:40 |
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TooMuchAbstraction posted:What do you mean by online? There's Mangband, which is multiplayer, real-time Angband. I've never played it myself. I'm guessing he means something like in Crawl, where you can play on a remote server. It's not direct multiplayer but you can watch other people playing, run into other people's player ghosts, and have your score recorded for posterity.
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# ? Jan 9, 2014 05:07 |
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http://www.rogueshell.com has lots of options (but not Sil)
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# ? Jan 9, 2014 05:21 |
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pumpinglemma posted:I'm guessing he means something like in Crawl, where you can play on a remote server. It's not direct multiplayer but you can watch other people playing, run into other people's player ghosts, and have your score recorded for posterity. Yeah, my downtime at work was destroyed when I discovered crawl. But I find Sil much more compelling.
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# ? Jan 9, 2014 05:32 |
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Has anyone else been following Crypt of the Necrodancer? I'm still trying to wrap my head around how it'll work but I'm really, really hoping this turns out well.
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# ? Jan 9, 2014 10:00 |
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Are their tiles for Sil? Wondering what a lo-fi interpretation of the First Age would look like.
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# ? Jan 9, 2014 14:26 |
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Al Cu Ad Solte posted:Are their tiles for Sil? Wondering what a lo-fi interpretation of the First Age would look like. Next major version (which will probably be a year from now).
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# ? Jan 9, 2014 15:16 |
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Been playing ADoM again since there's tiles and all but because of them I feel even worse leaving that cute dog to die in that stupid cave.
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# ? Jan 9, 2014 15:51 |
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Thinking two-color tiles. Try to retain some of the simplicity of 2-color ASCII, while making it graphical enough for people who just can't do ASCII.
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# ? Jan 10, 2014 05:44 |
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That looks pretty neat. Pixel art with extreme limitations is always a fun exercise. Your scythe guy looks like he's using three colors, though.
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# ? Jan 10, 2014 05:52 |
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Unormal posted:Thinking two-color tiles. Try to retain some of the simplicity of 2-color ASCII, while making it graphical enough for people who just can't do ASCII. Looks nice! Though, if you're ever planning to have things on the floor (like items or traps or whatever), you're gonna have to figure out what to do with floors that are hidden by walls. Half-height sprites don't work well with this kind of wall. EDIT: ^^^^^ Scythe guy only has two colors that I can see, unless you're counting "transparent" as a color...which I guess you ought to, but maaaaaan.
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# ? Jan 10, 2014 05:52 |
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TooMuchAbstraction posted:EDIT: ^^^^^ Scythe guy only has two colors that I can see, unless you're counting "transparent" as a color...which I guess you ought to, but maaaaaan. Of course you have to! If you're going to use three, you might as well use four. Two for background/static elements and Four for sprites/active elements is still fine!
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# ? Jan 10, 2014 05:55 |
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Yeah, it's really 2-color+transparent. So sort of 2.5 color; strictly speaking full alpha can be baked into either color, so it's not REALLY three color. I think I'll probably end up nixing faux-3d half-high sprite work for a more legible map. We'll still have the half wall images, but they'll just take up a full tile, with no overlap between them. Not quite as fancy looking, but far more readable. e: That way we also don't have to have fighting contrasts between wall and creature/item colors, which could get really ugly. The floors and objects can contrast. Unormal fucked around with this message at 05:58 on Jan 10, 2014 |
# ? Jan 10, 2014 05:55 |
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Unormal posted:Thinking two-color tiles. Try to retain some of the simplicity of 2-color ASCII, while making it graphical enough for people who just can't do ASCII. This is already much more erotic than Noxico, good progress.
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# ? Jan 10, 2014 05:58 |
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You also might not want to use the main dark color for both the major colors of the walls and the player. It'll be hard to process images if you're looking for the tiny splash of color on the belt & face.
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# ? Jan 10, 2014 05:59 |
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ya there are lots of interesting challenges involved this is a rough mockup I was messing with to see how you could do things like doors, large objects 'clipping' their tile, relative object size(separate ground sprite/inventory sprite for items?)(small enemies still use large tiles to show detail?) etc here it is in pure 2 color. Cool vibe, but any negative space being transparent is kinda bizarre.
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# ? Jan 10, 2014 06:11 |
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Pure 2 color still has three colors? You've got the background color, then two shades atop it. It still looks neat. Like an early test for a Gameboy project. In the more colorful version, I really dig how the objects are using a very similar saturation for their colors. It keeps the wasteland theme well without making it a VGA Rainbow Wonderland.
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# ? Jan 10, 2014 06:32 |
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The colored version is miles better, since the browns look a lot less stark and don't hurt the eyes as much.
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# ? Jan 10, 2014 07:25 |
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_jink posted:ya there are lots of interesting challenges involved I hate how doors always look like rear end with tiles. Everything else about it is glorious.
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# ? Jan 10, 2014 08:57 |
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What are these anyway? Is CoQ getting Oryx tiles?
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# ? Jan 10, 2014 09:01 |
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TOOT BOOT posted:What are these anyway? Is CoQ getting Oryx tiles? It'd be a new game in the CoQ setting, in Unity. We're still in the 'initial fooling around' stage. So, if it takes as long as CoQ to develop I'd expect a release in about 2019!
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# ? Jan 10, 2014 15:24 |
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_jink posted:ya there are lots of interesting challenges involved I really like the look of that; it has the clean simplicity of CoQ's ASCII, but just enough detail for my imagination to run wild.
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# ? Jan 10, 2014 15:52 |
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Unormal posted:Yeah, it's really 2-color+transparent. So sort of 2.5 color; strictly speaking full alpha can be baked into either color, so it's not REALLY three color. I think I'll probably end up nixing faux-3d half-high sprite work for a more legible map. We'll still have the half wall images, but they'll just take up a full tile, with no overlap between them. Not quite as fancy looking, but far more readable. So what project are you planning on putting your tiles effort into? Because as I have been lead to understand your mobile game has it's own set of tiles and you're creating these ones out of the same framework?(I don't really understand the technicalities or terms of this stuff too much) Oops answered like two posts above mine. Can you reveal anything about what will be differentiate this one from coq or is it just an evolution?
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# ? Jan 10, 2014 16:08 |
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Bob NewSCART posted:So what project are you planning on putting your tiles effort into? Because as I have been lead to understand your mobile game has it's own set of tiles and you're creating these ones out of the same framework?(I don't really understand the technicalities or terms of this stuff too much) Well, we're wrapping up Sproggiwood, which has its own set of content. We're still a couple months out from release, but much of the content is in. So we're starting to fiddle with future projects. Sproggiwood gave us a lot of experience in Unity, which is a cross-platform game engine. Sproggiwood is an extremely streamlined roguelike, and I'd also like to do a more "traditional" roguelike for mobile devices. So, one of the things I started toying around with was a simple "classic" rogue-like engine using the oryx tileset, which spurred this thread. We haven't done any sort of elaborate design on the new CoQ-world game; this is very much just brainstorming work, but our initial thoughts are that we want to take the good stuff from Caves of Qud, and tear down a lot of the excessive complexity, to produce a game that is well-suited for mobile devices and laptops, but retains the core "good stuff" from Qud. We don't want to take the streamlining as far as we did with Sproggiwood, but we'd like to do things like go to 4-way movement, simplify equipment and inventory management, streamline the UI, etc. Stuff that would make a game that's much more amenable to a mobile platform, while still keeping the artifacts, mutations, setting, etc that give Qud its flavor. Unormal fucked around with this message at 16:30 on Jan 10, 2014 |
# ? Jan 10, 2014 16:17 |
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Sil sure punishes the gently caress out of you for being impatient
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# ? Jan 11, 2014 01:09 |
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Sample Screenshot of the new Unreal World tiles Looks quite good!
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# ? Jan 11, 2014 02:33 |
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TOOT BOOT posted:Sample Screenshot of the new Unreal World tiles I hope you're serious because I can't imagine more perfect tiles for Unreal World Edit: Speaking of Qud is it still in beta? I remember not too long ago you couldn't beat it. Space Bat fucked around with this message at 02:54 on Jan 11, 2014 |
# ? Jan 11, 2014 02:38 |
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Unreal World tiles need to all be actual photo-sourced images of the creator and his friends hanging out in the woods, like the portraits.
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# ? Jan 11, 2014 02:39 |
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Space Bat posted:I hope you're serious because I can't imagine more perfect tiles for Unreal World No, those are the real hires tiles. Finally the game won't look like an MSPaint abomination!
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# ? Jan 11, 2014 02:58 |
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Is it possible to force chests open in sil or are you poo poo out of luck if you haven't been pumping perception?
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# ? Jan 11, 2014 03:14 |
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andrew smash posted:Is it possible to force chests open in sil or are you poo poo out of luck if you haven't been pumping perception? Yeah you can open them you'll just get nailed by the traps.
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# ? Jan 11, 2014 03:17 |
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MacGyvers_Mullet posted:I really like the look of that; it has the clean simplicity of CoQ's ASCII, but just enough detail for my imagination to run wild. Isn't it great? I'm not much of a tiles guy but I could go with that. Has kind of an Ultima thing going.
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# ? Jan 11, 2014 03:21 |
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S.T.C.A. posted:Dungeons of the Endless DOTE is super empty at the moment but it has everything there already to magive it a great deal of potential. The only thing that really bugs me about it is the fact that it's only planned to have 12 levels, which seems..short for "endless"
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# ? Jan 11, 2014 03:25 |
Vincent Valentine posted:DOTE is super empty at the moment but it has everything there already to magive it a great deal of potential. The only thing that really bugs me about it is the fact that it's only planned to have 12 levels, which seems..short for "endless" Which seems to refer to the vanished precursor race named the "Endless" instead of any actual feature of the Space in question, if my memory isn't lying to me again.
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# ? Jan 11, 2014 03:37 |
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uPen posted:Yeah you can open them you'll just get nailed by the traps. i can deal with that. what's the keystroke? when i put it on the ground and hit / 5 it just says it's locked.
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# ? Jan 11, 2014 03:51 |
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It's just , isn't it?
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# ? Jan 11, 2014 03:53 |
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uPen posted:It's just , isn't it? having lost my recent character i will have to give that a shot next time i come across a chest.
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# ? Jan 11, 2014 03:53 |
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Sil is still really really hard.
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# ? Jan 11, 2014 04:01 |
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andrew smash posted:i can deal with that. what's the keystroke? when i put it on the ground and hit / 5 it just says it's locked. I just use o, same as to open a door. The locks are hard to open if you have bad perception so it will take a bunch of tries.
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# ? Jan 11, 2014 04:05 |
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# ? Apr 17, 2024 20:40 |
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Lawman 0 posted:Sil is still really really hard. Yeah. I've been playing it a ton recently. I just lost a character that felt like it was going to really well to a crit out of nowhere from an orc champion, cut me from like 25 hp to dead. EAT THE EGGS RICOLA posted:I just use o, same as to open a door. The locks are hard to open if you have bad perception so it will take a bunch of tries. I was hoping i could just kick it apart like i do with recalcitrant doors.
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# ? Jan 11, 2014 04:11 |