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Tollymain posted:with honor, obv
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# ¿ Nov 1, 2014 16:18 |
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# ¿ Apr 25, 2024 15:33 |
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Forget to put your cockatrice corpse in a container before dancing with a foocubus.
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# ¿ Nov 1, 2014 19:07 |
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By snu-snu.
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# ¿ Nov 1, 2014 20:52 |
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If anyone doesn't have it, Humble Bundle is giving away Teleglitch for free right now.
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# ¿ Nov 2, 2014 01:36 |
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Does anyone have a working version of Decker? I know it's kind of a terrible game, but it's simple, relatively transparent, and I just reread the LP. I downloaded the source code from SourceForge (since the creator's site is apparently dead), but when I try to start the Decker.EXE in the /bin directory, I get code:
Edit Wait, never mind, figured it out. So this post isn't completely useless, did anyone ever make any not-atrocious skins?
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# ¿ Dec 10, 2014 21:52 |
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Jackard posted:I like IVAN, but should you really be recommending it? I wouldn't recommend Nethack either.
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# ¿ Dec 13, 2014 00:31 |
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Creativity borne of system limitations is my favorite kind.
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# ¿ Dec 15, 2014 16:13 |
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I am really bad at this bear game.
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# ¿ Dec 16, 2014 23:23 |
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hito posted:Does Nuclear Throne have its own thread yet? Now that there's the daily challenges it's probably worth having one if not.
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# ¿ Dec 20, 2014 03:50 |
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Unormal posted:An awful lot of it (like ~98% of hundreds of thousands of lines). I had a keyboard and console facade already in place, so I basically just went back behind the scenes and changed it to run the whole CoQ process in it's own thread, which dumps to what it thinks is the regular console/keyboard API, but is really the primary Unity thread sucking that output up and displaying it in a fake console and pumping keyboard commands in OnGUI into a queue in the game thread.
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# ¿ Dec 21, 2014 06:41 |
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Yeah, looks like the rest were grabbed by lurkers. Ah, well. Thanks, though!
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# ¿ Dec 25, 2014 21:20 |
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We should be kind to the international community. Dungeonfrance.
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# ¿ Dec 26, 2014 02:52 |
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I've stayed up all night playing rogue likes before, but last night is the first time I ever stayed up making one. My stated goals are a low barrier for entry, transparency of mechanics and information, and interesting decisions on the macro and micro scale. It's running on the very simple "everyone gets so much energy each turn and you can't act until it's filled back up" system that a lot of better games use. Part of the conceit is presenting this mechanic as a "stamina bar" that fills up. The one major "twist" is that I'm implementing facing, a la FF Tactics. Turning takes a small amount of stamina, so attacking in the direction you're already facing is slightly faster. Incoming attacks from the side ignore shields, and attacks from behind do that as well as doing more damage and knocking off a bit of stamina. The idea is to make positioning very important, and to reward sneak attacks and clever tactics. My question is this: Am I reinventing the wheel here? Are there other rogue likes that do one or both of these things, but better?
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# ¿ Dec 26, 2014 11:53 |
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It sounds like I'm doing something at least somewhat unique then. Now I just need to think of a theme.
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# ¿ Dec 26, 2014 16:44 |
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Persian/middle eastern mythology would be cool. I'd need to do a lot of research but oh well.
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# ¿ Dec 26, 2014 19:53 |
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Add me to the "finally caved and bought Dungeonmans" crowd.
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# ¿ Dec 28, 2014 19:30 |
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Bouchacha posted:That's not the correct notation. You're not taking a percentage of a percentage, you're just rolling twice/thrice and taking the worst of the rolls.
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# ¿ Dec 30, 2014 11:52 |
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"Roll X, take best/worst" has always interested me as a mechanic because I find it really interesting how it barely touches anything that would be reasonably certain before, but the more rare the occurrence before, the more pronounced the effect. It's especially noticeable on a D20, where the chance of a Nat 20 becomes either 1/400 or (approx.) 1/11, respectively.
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# ¿ Dec 30, 2014 16:15 |
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I mean, it doesn't even come with 1d3 fire damage and a chance to freeze solid.
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# ¿ Dec 30, 2014 19:52 |
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RPATDO_LAMD posted:It only works like that when you're making yes/no checks. The way it affects e.g. damage rolls is going to be more complicated. Sil using a single uniform die for everything actually makes the math significantly easier. Especially since it's a D10.
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# ¿ Dec 30, 2014 20:17 |
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You have a 19% chance of doing 1 damage, a 15% chance each of doing 2 or 3 (I think, I am literally doing this mental math while I poop) so on down the line until you hit a 1% chance of doing 10 damage. It's pretty much the same as before.
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# ¿ Dec 30, 2014 20:28 |
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Got my best Dungeonmans character yet! And died at level 7 because there were no Adventurous sites left to explore, so I decided to try and tackle a tower. It... did not go well.
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# ¿ Jan 1, 2015 00:11 |
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Ernie. posted:Anyone have good music recommendations for Crypt of the Necrodancer custom music? (Also, hi, Ernie!)
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# ¿ Jan 2, 2015 04:22 |
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Am I the only one who thinks that a mobile version of Necrodancer would be loving rad? The field of view would have to be smaller, but you could have touch things on the bottom for bombs and items, and use directional swipes instead of the arrow keys.
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# ¿ Jan 2, 2015 17:43 |
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Angry Diplomat posted:Except the Captain! I think. Kind of. AFAIK you're supposed to lose if your Captain dies but I recently had a game where he got shot in the face by a defense robot and died and the awayteam happily wandered around the planet collecting minerals without him for like three days before it suddenly started raining sulphuric acid and everybody died horribly.
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# ¿ Jan 6, 2015 16:51 |
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Necrodancer might just be my favorite 2014 game period. Everything about it is just so drat clever and the core mechanics are really well put together. (Even if it takes a little while to get used to.)
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# ¿ Jan 12, 2015 15:54 |
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ProfessorProf posted:Eli was just formally added to Necrodancer, and he's hilariously fun. No weapon, infinite bombs, can kick bombs around the level.
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# ¿ Jan 13, 2015 22:07 |
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I'm pecking away at making a pseudo rogue like in Game Maker 8, because I am bad at syntax and paid a lot of money for it a while ago. But I really wouldn't recommend it to anyone else for that. It's an engine much more suited to platforms and the like, and I've had to do some kinda kludgy nonsense to make it work, but I'm too stubborn to stop trying to reinvent the wheel with a pile of sheet metal.
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# ¿ Jan 14, 2015 15:25 |
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Hooplah posted:
And as an added bonus, if you keep that one room around as you expand, you can easily convert it to a debug room.
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# ¿ Jan 14, 2015 20:15 |
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yegods posted:If you have any pointers from what you've learned, I would be happy to see them.
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# ¿ Jan 15, 2015 03:23 |
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I might take you up on that at some point. Seriously, though, help me convince yegods to not use GM8 to make a roguelike for their first game project,
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# ¿ Jan 15, 2015 03:36 |
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MrBims posted:Gamemaker is really terrible even as just a learning tool, because updates regularly break compatibility. There are a lot of tutorials and examples out there that you can't use without downgrading to specific versions, and techiques you do in a project today might not be applicable in a project you do a year from now.
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# ¿ Jan 15, 2015 20:02 |
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rediscover posted:i downloaded necrodancer last night. my life is over 1a. Listen to the bassline, not the main instruments. 2. Yes, bats move randomly, but they're not dangerous as long as you're careful, because they only move every other beat. (Except red bats. gently caress those guys.) 3. No good ever comes from moving directly adjacent to a dragon. Let it come to you. 4. If you need to wait a beat, instead of just waiting and losing your multiplier, dig a wall. This is called a 'tactical dig'. It's great. 5. Go for the upgrades from the top-middle shop first. They're permanent. Health, especially, is huge when you're first learning, and that extra heart can be the difference between "close call" and "learning experience".
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# ¿ Jan 17, 2015 02:41 |
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Unormal posted:Not quite what I intended, but also not without redeeming qualities:
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# ¿ Jan 19, 2015 05:10 |
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I don't know if this is something that would interest you guys, but I made a little pen-and-paper, rules-light roguelike game, and I'd love to get some playtesting from people who have experience with roguelikes, and/or breaking mechanics over their knees. The Labyrinth of S'xsyde Edit Updated to version 1.02. girl dick energy fucked around with this message at 21:03 on Jan 21, 2015 |
# ¿ Jan 21, 2015 15:51 |
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Angry Diplomat posted:This looks really, really neat and I'll probably play it a few times when I get home. Hell, I might tinker with it on lunch break. It's kinda like a procedural Fighting Fantasy book, and I played way too many of those as a kid. Been playtesting the Knight again, and he's rolling over combat encounters, but rapidly gets completely hosed up by traps. Two of my last three tests with him ended on the first floor by falling down a hole and dying. So, working as intended? Edit Version 1.02, with modified Chest tables and a couple other minor tweaks (including a buff to the armor rules) is live! girl dick energy fucked around with this message at 21:00 on Jan 21, 2015 |
# ¿ Jan 21, 2015 18:53 |
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I'm working on Version 1.03 right now, doing a major overhaul of the tables, and normalizing the difficulty somewhat, as well as improving the formatting of the rules pages. Once that's done, and I've let the ideas get tested a fair bit more, 1.04 will probably mostly be class rebalancing, and then I'll likely put new updates on the backburner for a while. I have some other ideas for similar games that have been coalescing since I started S'xsyde, and I wanna give those a shake, too.
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# ¿ Jan 23, 2015 00:51 |
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rchandra posted:Is S'xsyde from "six side" or "dSexy's"? You can decide. Beelining is the path of least resistance, and is useful if you need the boss-beat HP increase or the stat boost, but meandering around gives better odds of finding chests, if you're confident you can handle the obstacles in your way between them. I'll rework that whole section, make that clearer.
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# ¿ Jan 23, 2015 03:01 |
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madjackmcmad posted:I feel that "cardinal direction" is much more clear than "adjacent", since some readers will wonder if diagonal counts as adjacent. "Black out each square in a cardinal direction from all blacked out squares." is unambiguous. Labyrinth of S'xsyde v1.03! With exciting new features like "intuitive table layout", "competent formatting" and "different opening image". I did a pretty massive overhaul of the Monster, Trap, and Obstacle tables so they're more consistent now, and simplified the HP-gaining rules. The game is a bit easier, but that's what the difficulty slider is for. I think this is going to be the last "main" update unless something major jumps out that needs fixing. Edit I had a lot of fun coming up with the new trap names, too. The ultimate trap is now The Red Room. Edit2 Which is very likely to get its own spinoff game, because it'd be a good way to use all these "make a dungeon to horribly murdercate heroes" game ideas I've got. girl dick energy fucked around with this message at 19:05 on Jan 23, 2015 |
# ¿ Jan 23, 2015 04:32 |
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# ¿ Apr 25, 2024 15:33 |
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madjackmcmad posted:Poison are you cool with this being shared outside of the goon forums? Because it's really neat and I think some Dungeonfans would get a kick out of it.
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# ¿ Jan 23, 2015 05:37 |