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DeathBySpoon posted:For some of the less-often used options, you could always put a "..." button of some sort and have the other commands in a submenu. Yeah, I'm kind of vacillating between a few things: something kind of flyout ... tray like that, some kind of "alt" button mode (for instance you'd hit the "alt" button to force attack with directions, or change fire to throw), a context sensitive button or set of buttons for the 9 local/adjacent cells, just directly clicking on stuff to bring up radials... Think I'm just going to have play around with stuff and see what sticks. I want to try to get something that works without right-click context so that it'll port to touch directly, with right-click for nice to have, but not mandatory, stuff.
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# ? Feb 29, 2016 17:11 |
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# ? Apr 26, 2024 07:15 |
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What about press and hold? Hold a button and get a context menu?
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# ? Feb 29, 2016 21:07 |
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Hold and slide, radial menu
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# ? Feb 29, 2016 21:14 |
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Put your left foot in.
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# ? Feb 29, 2016 21:16 |
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Overwined posted:Put your left foot in. Caves of the Nequdancer
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# ? Feb 29, 2016 22:20 |
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dis astranagant posted:Looks like the minimum viable flier has 2 wings and at least one flight jet or arc thruster. I strapped the wings off a Wasp on my Maanji just now and it can fly at over 200 speed.
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# ? Feb 29, 2016 23:04 |
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Poison Mushroom posted:What about press and hold? Hold a button and get a context menu? I'm usually not in love with hold based UI except for totally tertiary stuff, just because it tends to be super undiscoverable.
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# ? Feb 29, 2016 23:24 |
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Unormal posted:I'm usually not in love with hold based UI except for totally tertiary stuff, just because it tends to be super undiscoverable. I'd say "tiny little arrow to indicate it opens a menu when you hold or slide" but I could easily see that mistaken for a directional thing?
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# ? Feb 29, 2016 23:31 |
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Unormal posted:I'm usually not in love with hold based UI except for totally tertiary stuff, just because it tends to be super undiscoverable. It's also a real pain if you have to do the thing multiple times in a row because it's so slow to input.
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# ? Feb 29, 2016 23:47 |
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Pladdicus posted:Hold and slide, radial menu I personally like this one. I'd also like a medium sized button for switching between hotbars, so if I want to move I pull up the move hotbar / radial. Stuff like that. I'd also like to test it on Android, but i can totally understand if we're not doing that. Emulators have those re-sizable / custom UI elements, so it might be good to have layouts you can switch between, and let the players set up the UI to what they like.
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# ? Mar 1, 2016 00:03 |
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Press and hold is the best thing. Allows you to do context sensitive, prevents incorrect inputs, radial context menu, mmm. I'd love to see a roguelike with that designed.
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# ? Mar 1, 2016 00:22 |
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Im finially getting somewhere with gearhead. I did the animal arena till i could buy a 800k battleroid and got a lancemate. Steamrolling everythint. Still dont know how to do any of my quests.
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# ? Mar 1, 2016 00:31 |
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Is there something that determines wether a mecha survives a crash? Do more crashes make it less likely?
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# ? Mar 1, 2016 00:32 |
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Isaac posted:Is there something that determines wether a mecha survives a crash? Do more crashes make it less likely? It's just damage. Skimming takes double, flying quintuple, and full speed takes 2/3 more than normal speed. That's at the same scale as the vehicle so a full size mech will take 5 times the damage as a scale 1 car, bike, Strongarm, etc.
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# ? Mar 1, 2016 01:11 |
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dis astranagant posted:It's just damage. Skimming takes double, flying quintuple, and full speed takes 2/3 more than normal speed. That's at the same scale as the vehicle so a full size mech will take 5 times the damage as a scale 1 car, bike, Strongarm, etc. Oh i had no idea about this. So faster means harder to hit but more damage if it does land?
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# ? Mar 1, 2016 02:00 |
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As far as I can tell from a quick glance at the code going normal speed does 3 hits, full speed does 5 and the damage per hit is 5 for flying, 2 for skimming and 1 for everything else. The rest is just the will of the rng.
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# ? Mar 1, 2016 02:22 |
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My mecha atm has a fair bit of armor. I wonder if i should stick to running. I think once i put arc thrusters on there i was getting owned more (cause i was skimming)
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# ? Mar 1, 2016 02:27 |
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Poison Mushroom posted:I'm toying with ideas for a magic system where all spells are cast by finding and combining runes.[...]Does that sound at all appealing? A bit late to this, but if you're looking for inspiration, a game that was posted in this thread a year or two ago, flash roguelike Tower of the Archmage, does just that. I don't remember too much, but I remember making an AOE Healing-Cloud-Strength spell by combining a cloud-effect rune with a heal-effect rune. The runes and the combos you could make got way overpowered as you advanced, but it was fun.
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# ? Mar 1, 2016 03:25 |
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Unormal posted:I've been working blind on the Unity version, because Unity's memory/performance forensics don't work on things created on your second thread.
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# ? Mar 1, 2016 16:20 |
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Over in the Steam thread, I just finished a review series of indie platformers for February. Turns out there were three roguelikes among them, so I thought I'd repost the reviews here in case anyone missed them. Cargo Commander Cargo Commander caught me totally off-guard. I was expecting something more traditional, with set levels and power-ups and some goofy story. What I got was a deceptively clever roguelike that started eating hours of my time, at least once I got over some rough patches. You play an employee of Cargo Corp, sent off to the rear end-end of space in a boxy little junker of a ship to salvage equally junky boxes. Your ship is equipped with a magnet that, when activated, draws in a random assortment of giant space containers to smash into your ship and each other. Within these containers are the random bits of space junk Cargo Corp wants, along with enemies, hazards, and weapons to handle them. Connected containers usually have gaps to pass through where they collide, forming a rudimentary platforming level, but you can also drill through walls or spacewalk (as long as you can hold your breath) to get where you want to go. Surviving enough waves of salvage gets you a container with a sector pass, which lets you travel to another area of space with different containers and salvage. Sectors are random based on their name, and the navigation system shows you popular systems, unpopular systems, systems your friends play, random systems, and even let you enter your own name to create a new one. It's a neat bit of continuity between players, further bolstered by the player corpses you can find and loot in heavily-trafficked sectors, and postcards from other players you can find randomly, or fill out and shoot into space if you find a blank one. As far as gameplay goes, that's it. You call in waves of containers, loot them for cargo and resources to upgrade your dude (which reset for each sector), and get back to your ship before the "level" gets sucked back into space. There are basically two kinds of enemies in the game, melee monsters of varying size in the containers, and aggravating drill-squid things in space. You can find and upgrade a handful of weapons to deal with them, but combat is pretty thin and it's easy to get overwhelmed. The platforming isn't much better, with the random containers sometimes making regular exploring impossible and forcing you to drill out tons of walls or spacewalk around obnoxious areas. With each sector essentially the same aside from items to find and container layouts, the game risks getting repetitive very quickly. I was about ready to punch out after 90 minutes or so... until I started paying attention to the story. Cargo Commander has a surprisingly dark, dystopian plot propping up the platforming, told through darkly funny emails from corporate and charming letters and packages from your family. As you tick off the the 88 different kinds of cargo to find, you rank up with the company, getting you new tools to speed up the process and maybe making progress towards getting home someday. The whole package is far more compelling than I first thought, and I find myself returning to it whenever I have a free moment. The graphics are pretty basic indie 3D and the sound design works well enough, but it's the unique roguelike format married to an interesting world and story that keep it fresh. There are leaderboards for each sector and an endless mode to challenge if you need more variety, but even without those details Cargo Commander is worth digging into.
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# ? Mar 1, 2016 17:49 |
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I wish gearhead had a garage mode where I could strip parts on and off a mech so I could see how they affect performance without risking the rng destroying something important
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# ? Mar 1, 2016 20:35 |
Agean90 posted:I wish gearhead had a garage mode where I could strip parts on and off a mech so I could see how they affect performance without risking the rng destroying something important Turn on the savescumming option?
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# ? Mar 2, 2016 00:31 |
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So Angband has an experimental branch that removes the old ID system and replaces it with "rune-based ID". You'll have to use-ID your dagger of troll slaying (by hitting a troll with it, probably), but once you do you'll recognize the "troll-slaying" rune on every other weapon you see. Their thread on it is here, but go to the last page for the most-updated version. (edit: or just go to github and compile it yourself) RPATDO_LAMD fucked around with this message at 00:51 on Mar 2, 2016 |
# ? Mar 2, 2016 00:45 |
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GH talk. Is the golden chainsaw the best melee weapon?
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# ? Mar 2, 2016 05:09 |
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Isaac posted:GH talk. Is the golden chainsaw the best melee weapon? Is it better than the monomolecular whip?
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# ? Mar 2, 2016 05:23 |
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Unormal posted:Little preview of some things to come from ye ol' tilepro Megane: wow these look really really polished and nice I love how the chest is the similar (or same?) as a CoQ tileset. I've picked up Caves of Qud again after falling away from Stardew Valley (not because it's not a lovely game, it's just that I love tactical gameplay and Darkest Dungeon hit a wall where all my cool guys are level 4/5 and I don't have any openings in the roster left) and man Glotrot is a bitch. Amusingly, I found the book with the cure in Grit Gate but contracted it about 2 tiles outside of Joppa, unaware it incubates for a while like the common cold- absolutely evil. I even tried to drink honey but then I just vomited it up and the game told me it was putrid so I guess that's part of the whole "your tongue rots and falls out" thing. Where am I going to even find a flaming mug? HeartNotes3 fucked around with this message at 07:10 on Mar 2, 2016 |
# ? Mar 2, 2016 07:05 |
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dis astranagant posted:Is it better than the monomolecular whip? I dont even know what DC means. I think its better than the mono whip ill have to compare em. I think mono whip has 21 dc and chainsword is 22 but the whip has armor piercing.
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# ? Mar 2, 2016 08:09 |
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Monowhip is 20 damage, 6! speed, -2 hit, armor piercing, flail (bonus to not hitting shields) and extend (can hit 2 tile range). The speed is a the real kicker, letting you get lots of hits in with a fast character. Then you can use an addon to either remove the to hit penalty or make it even faster. It only weighs 3kg so you can pile on lots of armor without worrying about encumbrance. Monoscythe is also good but 2 more damage isn't worth -4 speed.
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# ? Mar 2, 2016 08:18 |
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Monoscythe seems pretty good for attacking mechas on foot. I havent even tried the monowhip lately. DA can you set up a phone line where i can pay $4.99/m to ask GH questions
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# ? Mar 2, 2016 08:28 |
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HeartNotes3 posted:Where am I going to even find a flaming mug? Just set a canteen on fire.
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# ? Mar 2, 2016 12:39 |
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Just Get Through Just Get Through lives in this strange space between Spelunky and Super Meat Boy, a procedural platformer with loads of traps and tools to overcome them, that also gives you remarkable speed and freedom of movement. It's strange because it's not a space I'm sure that needs to be filled, because JGT has less depth than the former and less challenge than the latter. What it does have are a mess of modes to delve into, enough to keep you busy for a good long while. There's no story or hook to the game, just you in endless deadly caverns, searching for the swirling exit. You'll run into just about every unpleasant trap you can imagine, from spinning sawblades to swinging axes, scattering shotguns to grinding chainsaws, rolling boulders to bleeping mines. To get through them, your spry little fellow can run, wall jump, and chuck TNT to blow up problematic parts of the level. The first handful of levels are mostly empty halls but into the double-digits you'll start facing intense gauntlets of traps that require significant patience and precision. Every few levels you can choose an upgrade from an assortment of three, earning you boons like more lives or TNT, higher jumps, quicker sprints, or some key abilities like immunity to your own TNT or extra wall jumps. There are also different upgrades in the game's many different modes to help with the pertinent challenges. There's a Night Mode where you navigate with flares, a Coin Mode where you aim to collect as many coins as you can, and a Speed Mode where you start with tons of mobility upgrades but only one life. With nine modes in all, along with a database of user-created levels, you won't run out of traps to splatter yourself on. And yet, I found myself a bit torn on Just Get Through. The platforming is responsive and challenging, the modes offer a wide range of challenges, there are extra palettes to unlock... all the pieces are there for a great roguelike platformer, but I'd by lying if I said nothing was missing. There's a certain thinness to the game, perhaps from the lack of progression, or plot, or level features. Spelunky is defined largely by the crazy antics you can stir up, and Super Meat Boy has an incredible variety of levels and challenges, and Just Get Through doesn't really come close to either of those hooks. In the end, Just Get Through is the very definition of a good game, without poking an inch past into great game territory. The platforming is solid and there's a nigh-infinite amount of it on tap. There's just nothing beyond that to make it something special. I can certainly recommend it if you enjoy the look or the feel, but there's always going to be something better out there.
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# ? Mar 2, 2016 18:37 |
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This falls into the nebulous area of Hop-like, though technically the creator predates the game. I'm talking, of course, about I Keep Having This Dream, the latest game from the guy behind goon favorite Dungeon Raid. Only out on iOS right now sadly, but an Android version is in the works. The game consists of laying tiles to get to the exit of each world, where each tile can hold either powerups, or an enemy. You also have a Nemesis that follows you, advancing whenever you discard tiles from your hand, you accidentally build yourself into a dead end, or when you run out of health. The game ends when the Nemesis reaches your position. The game is actually pretty simple, with the main tension coming from special enemies that are just as bastardly as the ones from Dungeon Raid, if not moreso. I also love the atmosphere a lot -- sound and music design is top notch. Some hot tips!
RoboCicero fucked around with this message at 20:30 on Mar 2, 2016 |
# ? Mar 2, 2016 20:07 |
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RoboCicero posted:Some hot tips! Is this supposed to read "1/3rd of the attack value is lost each time an attack is made"? I read it a few times without knowing what you were trying to say, so I'm just guessing based on the following point.
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# ? Mar 2, 2016 20:10 |
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Oh, thanks for pointing that out. I initially wrote it to be "your attack value" etc. but rewrote it since it applies to both you and enemies.
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# ? Mar 2, 2016 20:32 |
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Picked the game up. It seems very cool so far - very strong board game feel, more than 'roguelike'. Furthest I've gotten so far is level 3. What exactly does levelling up do? It seems like items make tiles spawn with larger values (and eventually have other effects, judging by the 'no special effects' on every item I've seen), and levelling up your HP seems to increase your max, but what on earth do attack & defense upgrades do?
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# ? Mar 3, 2016 05:56 |
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PleasingFungus posted:What exactly does levelling up do? It seems like items make tiles spawn with larger values (and eventually have other effects, judging by the 'no special effects' on every item I've seen), and levelling up your HP seems to increase your max, but what on earth do attack & defense upgrades do? Attack/Shield/Heal tiles are drawn with face values between your relevant item stat and character stat. (You can see the range on your character summary screen). Leveling up also gets you perks which are absurdly important because they unlock item abilities, secondary stat boosts on items, passive attack/defense gain, etc.
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# ? Mar 3, 2016 06:18 |
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Is there a way to savescum Sil? I die pretty reliably around 400' and as much as I adore the game, I don't like going through the first part over and over again, because it isn't helping me get better at the parts I need to improve on. So I was hoping there was a way to just reload a save at around 400' and I can play from there.
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# ? Mar 3, 2016 09:08 |
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Monopthalmus posted:Is there a way to savescum Sil? Yes. You scum your save file. duh?
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# ? Mar 3, 2016 09:25 |
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Serephina posted:Yes. You scum your save file. duh? Lmao is that embarrassing. I don't know why I assumed there would be some kind of measure to prevent it. Jesus
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# ? Mar 3, 2016 09:47 |
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# ? Apr 26, 2024 07:15 |
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Alternatively take your lumps like a man instead of savescumming like a bitch.
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# ? Mar 3, 2016 09:58 |