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Messages - ArgyBoi

#21
That looks amazing, Fitz. Keep up the good work!
#22
Well... I enjoyed the first part, but the game crashed randomly....
#23
Played both and voted already... Cheers guys!
#24
Just finished it... WOW! That ending...
Spoiler
The safe puzzle was frustrating, though
[close]
#25
Guys, just one more little update... I added some features like Field of View, Map discovering and a basic AI for the foes. Here:

EDIT: video updates in first message.

I'm pretty satisfied with this prototype... Maybe I would create a game out of this... Maybe... (roll)
Let me know what do you think!
#26
Quote from: LostTrainDude on Wed 30/04/2014 14:19:07
Great stuff indeed!

It's something I'm exploring too, lately (and I was really interested in AGS Crawl) even if I'm trying to sort it out on Game Maker Studio, at the moment. I'm still trying to learn how to code a tile-based procedural level generation.

Just out of curiosity (dumb question, anyway): does the map feature actual ASCII characters printed on the screen or are those image files of those characters?. I've experimented too few with AGS to tell if it's actually possible to print out on screen just like that.

EDIT:
Quote from: JuaniT on Wed 30/04/2014 13:57:24
In fact, I'm using 8x8 tiles for the monospace font. I've seen some pretty neat 8x8 royalty free tilesets, but for now I'm going to stick with ASCII, and maybe do my own tiles (optional to ASCII) if I finally decide to make a game out of this prototype.

Ehm... I believe this is the answer :-[

Yep, I'm using 8x8 sprites. I think it's easier and enables you to mod the tileset without changing the code :grin:
On procedural generation with tiles: it's really straightforward, basically you apply the algorithm to the tile array/matrix that represents your level. There's a lot of usefull information in the Prodecural Content Generation Wiki.
#27
Quote from: Ghost on Wed 30/04/2014 11:24:12
Depends on the strictness- it surely has the same elements that make people consider games like BoI a roguelike. But yes, an actual turnbased, ASCII roguelike has not been done. So go for it!

Exactly. That's why I used the term "old school roguelike". I don't consider games like BoI to be roguelikes (it seems to me the same as considering Diablo an RPG because of the leveling). For me, the "baseline" to be considered a roguelike are the turn-based (after all, this games are based on tactical gameplay, not in action) and randomization.
ASCII graphics are not relevant, some people like it, some people don't; NetHack (maybe the most famous roguelike) has tons of tilesets, even an isomertic version, but this doesn't affect its "roguelikeness" at all.

Quote from: abstauber on Wed 30/04/2014 10:29:33
Very exciting news to see some more non-adventure games. In case you want to get rid of the ascii-art, here's an awesome (free) texture pack:
http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v17

In fact, I'm using 8x8 tiles for the monospace font. I've seen some pretty neat 8x8 royalty free tilesets, but for now I'm going to stick with ASCII, and maybe do my own tiles (optional to ASCII) if I finally decide to make a game out of this prototype.
#28
Quote from: selmiak on Tue 29/04/2014 15:55:08
Not to stop your momentum but it really has been done before, Shivemesideways made Zombie Attack for a Bake Sale. So this looks cool, keep it up.

OK I'm cancelling this...
Just kidding :grin:
I've checked out Zombie Attack, but I don't think it can be considered a roguelike (at least IMHO, and the RogueBasin definition).
#29
Quote from: bicilotti on Tue 29/04/2014 03:32:39
Quite avid Nethack player here, love your generatelevel function, it does really create "realistic" caves, I would play it!

Indeed, I created a "debug console" (the grey box in the video), for calling procedural generation functions. The generatelevel generates a level with a basic algorithm, adding "room features" (just random square rooms and corridors right now, but I coded it to be easily extensible) randomly and connecting them.
:-D
#30
Hey guys, I've been experimenting with AGS lately... And after reading some old threads in this forum, I noticed that nobody has released a "classic" roguelike made with AGS yet...
NOTE! Those threads are very old!
AGS Crawl by ShiverMeSideways
Ghost's tiles for an HereticRL?

So, I thought, why not?
I just coded the basic features (level generation, input, movement, creatures entities), but hey, I'm proud of my crappy procedural level generator :-D You can check it out here:

DevLog #1:
[embed=700,450]http://www.youtube.com/watch?v=20d-l-NFITg[/embed]

DevLog #2:
[embed=700,450]http://www.youtube.com/watch?v=qoSTjzKYA68[/embed]

DevLog #3:
[embed=700,450]http://www.youtube.com/watch?v=6UbJEyNxRk4[/embed]

What do you think?

EDIT: OK, that's it for prototyping... If I finally decide to make a game out of this, I'll create a proper "in production" thread...
#31
The game was mentioned on the article "Following Freeware: March 2014 releases". You can read it here: http://www.adventuregamers.com/articles/view/26371

:-D
#32
Congratulations to Hanna and all the entries! It was a fun MAGS :-D
#33
Awesome ceremony, guys!

[IMGZoom]http://s21.postimg.org/b7m6ce1xj/lol.png[/IMGZoom]
#34
Quote from: Monsieur OUXX on Wed 05/03/2014 20:47:37
I started playing it but there's no way to save (or is it?). Since I had to interrupt my game, I quit and never went through the hassle of doing the first part again.

The game doesn't have a save feature :~( (you know, it's a MAGS entry, I didn't have much time). I'm sorry to hear that you gave up, maybe you can play it someday if you are interested, the game isn't very long.

Quote from: janosbiro on Thu 06/03/2014 00:18:55
Hope you got my review.

I did, thanks for your kind words :-D
#35
Played all entries. Congratulations everyone for making the deadline.

@Billbis: already told you, but again: nice clean and sharp visuals, the storyline develops quickly. Not so sure if there's an alternative ending, because some puzzles seem to be completely optional. Like...
Spoiler
... giving the coin to the beggar, taking the sword, killing the Roman with the sword or the stone.
[close]
@HanaIndiana: liked the pixel art visuals and the humor. The voice acting was good (despite the audio quality). Not much to do puzzle wise.

@DmitrryStefantsov: nice visuals and some interesting scripting ideas. Although, similar to your previous MAGS attempt, maybe it was too ambitious for a one-month game. Maybe if you try to do something smaller next time you can make a game that gives the sense of "completeness".

As for my entry, the character animations are too "raw"; I'm really bad at animating and the time limitation was a big impediment too.
Also it's shorter than I originally planned, so the story had to fit the four backgrounds, and because of that it ended being a bit wordy.
#36
Quote from: HanaIndiana on Sun 02/03/2014 23:51:44
Stuff

LOL! Really good, Hana! Congratulations!
Cheers!
The Banana Baby Killer Whatever God(laugh)

Edited by mod: Removed unnecessary quoting of previous post.
#37
Quote from: Billbis on Sun 02/03/2014 20:37:59
Stuff

I just finished your game. Very nice! "Lema Sabachthani" comes from the Bible, right? ("My God, My God, why have you forsaken me?").
I like your graphics style, very clean an sharp (a nice contrast with my entry). The piano music suits the game very well.
Congratulations!

Edited by mod: Removed unnecessary quoting of previous post.
#38
Awesome work. The demonstrations were pretty spectacular, as well as the lesb- I mean everything else :=
#39
@Seven Thank you for your kind words :)

I received some feedback on the walking speed so I just updated the link with a new version to fix that.
#40
Quote from: Khris on Sun 02/03/2014 18:18:25
I'm playing this and it is really good, especially for a first game, but the walking speed has to be an accident. It's aggravating how slow the guy walks, especially given that his walking animation would much better match a faster movement speed. Please fix this.

Edit:
Finished it, I really like it! :)

Thank you for the feedback! I'm glad you liked it. I'm uploading a new version with the fixed walking speed.

EDIT: Done! Link updated.
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