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Exception

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Posts posted by Exception

  1. @Eckhart:

    > Fair point. Some day I hope to create a game so good that people will have to deal with permadeath after months of playing, and then come right back.

    Unfortunately, I'm not going that far. I'm not pushing the limits there. ;3

    @General-Pony:

    > Games that piss people off tend to keep people around. Its something with the human mind and admitting defeat.

    I've not seen that effect for myself, so I'm just going to have to go with what I know. xD
    Games that annoy me badly tend to end up not being played by me. xD

    @Likestodraw:

    > -snip-

    Ah, I see. Thanks.
  2. @Eckhart:

    > Not a fan of the dying. You should be kicked out the first time you die, maybe even have your character wiped, like in true roguelike fashion.

    See, the thing with true roguelikes is that their dungeons aren't necessarily long (Well, compared to the Infinite Tower, they aren't.)

    The Infinite (As it's so named.) Tower is **12,000 floors**.

    Being kicked out straight away from a dungeon like that isn't roguelike, it's just dickish. xD

    I actually want to keep the people who decide to play, not have them ragequit.

    @Byson:

    > I like the looks of this. Nostalgic. Just wish I was able to remember which game (short of dragon Warrior Monsters - since I never had a GBC) I played on the gameboy that reminds me of this.
    >
    > Either way, I definitely wanna go when its released.

    Thanks. :D
    Glad to see the style's working.
  3. @Scott:

    > Love the new mini-map first off, thanks for making a video the fog of war looks awesome and I was just curious if you would be willing to share some more information about combat?

    Thank you.

    If you don't want to spoil some of the surprises about combat, don't open these spoilers!

    >! As for combat, right now, we are sticking to a simple melee/magic/range trio, and an element trio that makes up the mechanics of combat. It might sound boring, but items can affect stats in many ways, including losing stats, such as carrying many items affecting your agility. There are also status effects, such as confusion, that conveniently scrambles your input (;>), being poisoned, which drains health over time, having reduced vision, making your little expedition into the Infinite Tower much more harder, and more.
    >! At the minute, I'm using my own algorithms, that I've used with an RPG, so, we'll see how that works.

    >! As for dying, in the Tower, you'll get two chances. First time'll kick you down to a checkpoint, second time'll kick you out entirely, regardless of whether you're on floor 2, or floor 11,999\. It might sound irritating, but as you reach certain points of the Tower, you WILL be able to obtain spells to reach them again, so, no, you will not have to start from scratch. This only applies if you are killed by an NPC, if you're killed by a player, you simply respawn on the same floor.

    >! As for PvP, in The Tower, you CAN attack another player, but only those who are within a 3 level range within you (Considering the max. level is 30, that's fair.). It won't be anything special, because the Arena's in the Town will be the designated PvP spot, with minigames, such as Capture The Flag, Brawl, Guild Wars, etc, of course, with your classic 1-on-1 PvP, 2-on-2, Party-on-Party, and more. Let's just say, there are many PvP modes that I hope you'll enjoy. ;>
    >! Because that is the designated PvP spot, you can win PvP Tokens, that can be exchanged for items that you typically would not be able to get (Of course, they'd be a high price. I'm just evil. ;>).

    There's only so much I can explain, when really, you could be waiting for it. ;p

    @General-Pony:

    > The only thing i don't like about the video is the sound. It kind of hurts my ears xD. Other then that i really like the content :)

    Thanks. Hope you change your mind about the music, because it's ingame, otherwise, feel free to help us find some free-to-use 8-bit styled music. xD

    @unknown:

    > Great idea, and video.
    >
    > I've been planning on forking SimpleORPG creating an online roguelike out of it (that's vastly different from this).

    Thank you.

    @Zetasis:

    > This game looks pretty cool. I'm looking forward to seeing more.

    Thanks, with a lot of the graphics being completed, you'll definitely see more fairly soon.
  4. So, Duders made a little video just showing the lighting system and fog-of-war in place. The lighting and fog-of-war itself has been finished (although, I may make a few more aesthetic changes, such as blended lighting, and making it smoothly transitioned [not promising it! I have no idea how to!]).

    So, here it is:
    http://www.youtube.com/watch?v=orqOWfVbv9E

    While I'm here, I should mention that I never want to see the Abs() function again. :>
  5. @Likestodraw:

    > It looks AWESOME. Reminds me a bit of the Maplestory installer… Good times, good times.

    I've never seen the Maple Story one, so, thanks…I guess. xD

    @Scypher:

    > That  minimap is MUCH better. Is there going to be an option to keep it that way?

    I suppose I can make it an option, seeing as I'm gonna add several options.
  6. I'd like to see you scale the 12,000 floors. ;p

    Anyway, today's updates are made up of a few optimisations, a lighting system, and a new site.

    New Site
    Duders has bought us a domain, so I'm just setting up a forum, blog, and making a website for it. The forums are active, but I'm not opening it up yet, I'm just finishing off the theme. Keep a lookout for when I open it up. ;>

    Optimisations
    In the play test, as was expected, people complained when FPS dramatically dropped when resizing. I found the cause, it surprisingly had nothing to do with the map rendering, but to do with the minimap rendering. I fixed it up, so it now caches the minimap, to stop it doing so many calculations as it initially did in the tutorial that's available, and now, resizing is perfectly stable for me. It no longer drops from 64FPS to ~13FPS (example of what happened to me), it actually remains a  constant ~64FPS.

    Lighting System
    If you were playing, you would have noticed the game was fully lit up, and you could see everywhere. Not any more, as a lighting system is in development, giving you a limited line of site! To make matters more difficult for you, NPC names don't even render in areas you've not walked over to, or seen, so, watch your step, when you play. ;p

    Some screenshots…
    Yesterday, Richy and Scypher noted that the minimap could obscure any items or stairs under it on the map, so hovering around it now makes it a bit "translucent", if you will.

    ![](http://fc06.deviantart.net/fs70/f/2012/162/a/d/the_tower___screenshot_1_by_sqrtbypi-d533fgj.jpg)

    And, here's a very small preview of the Town. ;p

    ![](http://fc08.deviantart.net/fs71/f/2012/162/5/d/the_tower___the_town_by_sqrtbypi-d533fp1.png)
  7. @Scott:

    > Awesome looking forward to it if you manage to, if not a video would nice.  :cheesy:

    Got a server set up, Duders donated me a domain, so now I've got a set place to host the updater, and make a website. Right now, I'm just making some last minute checks with the updater, then I'll upload it.

    I should have a link up within 30 minutes time.

    EDIT: OK, slight problem. The server, is hosted in a location about 1 hour away from me. It restarts every day, at 8PM, and at startup, it's MEANT to load Dropbox, TeamViewer, and the various serversI have running (ie. Minecraft, Terarria, and a few others).

    At 7:40, I got everything set up. The server was working, and I just made some final checks on the updater. At 8, as scheduled, the server would shut down, and restart. Normally, when it loads, TeamViewer would load, ready for me to hop on, and change whatever. It didn't do that, so I'm wondering if it actually did startup, and it crashed, or something, or whether the computer actually turned on at all.

    Regardless of what happened, **I currently don't have any access.**
    I'm just asking around to see if any of my friends wouldn't mind port-forwarding for me, because I can't portforward on the current router I'm using, so, **sorry about any delays**.
  8. @Scott:

    > Throw in some test items and npc thats no excuse

    It's a perfectly viable one. If we don't want to release a half-finished game with shoddily done content, then we don't, and we won't. Besides, it's only a couple of days to wait. Duders is pretty fast at making sprites…when he wants to.

    @Scott:

    > the only reason I even brought it up was because you made a triple post with 2/3 going aww no one is posting, flat out release something for us to talk about(A real update not some bug fixes or gui, or a demo?) or stop acting like your surprised the chatter has died off.

    I believe, regardless of content, that is a real update. And, acting? Who said I was acting that I was surprised? I was genuinely surprised that there wasn't at least one new post.

    @Scott:

    > Also if you have no items made up that's much more than waiting on gfx your waiting on content the image is only cosmetic it's not like you can't slap some better images on later.

    Actually, the content for the items is all done. I just need each item graphic. Because the NPCs are all generated on the basis of what actually exists, I can't do anything without either the graphics, or a final list of what monster-types Duders is making. We COULD do that, but even if we wanted to, we don't have a server host to use.

    @Alatar:

    > Looks awesome! :D

    Thanks.
  9. @Scott:

    > You have an auto updater no?  Why would you hold off on releasing it for such a minor issue that can be corrected later throw some place holder gfx in and let us play around with it and find bugs why let it sit for gfx, point is if you want people to be discussing your project they need something to discuss more than a few pictures and some small changes.  I've seen it stated many times, a lot of games are never even seen because people don't want to release them till there perfect, but in the end you can always find places to improve and we don't care about some minor gfx issues we just want to try out a game weather it's half done or fully done and if gfx are the only issue I see no reason why your waiting.

    Well, there are currently no items, and 2 NPCs. That's my main reason. xD
    And I'm not waiting until it's perfect, I'm waiting until it's viable to release.
  10. @Elihu:

    > Excuse me explain what unoriginality lies in using a tutorial? They're there and they're made for use. Everyone knows how you made it with the buttons and the progress bars and it would be a cold day in hell if I or anyone else thought you were unoriginal for using a tutorial that is ment to be used. Nothing is unoriginal in this.

    Eh, thanks for that. xD.

    I just thought it'd be a funny way of saying "credits to them, whoever they are".
    Anyway, I found 'em: http://www.premiumpixels.com/

    @Scott:

    > Release something for people to play, that's the best way to get people talking about it we only want to look at images and text for so long.

    I'd love to release something, but I still need the graphics. Like I've said, once I get all of the graphics, The Tower'll be ready to release. :>
  11. :<. Nobody wants to post.

    Well, here's a screenshot of the updater that I made. Because I'm unoriginal, I used a tutorial from somewhere for the progress  bars and buttons.

    ![](http://fc01.deviantart.net/fs70/f/2012/160/a/f/the_tower___updater_by_sqrtbypi-d52ts1l.jpg)
  12. A bit dead here…well, I'll change that with some updates...

    To sum up..
    Version 1.0.0 -> Version 1.0.1
    - Added music/sound volume.
    - Readded map drawing.
    - Added a log system.
    - Started particle system.
    - Players now show level.

    In (I guess.) detail:
    I've added a volume scroller for both music and sound. You can adjust the volume to however you'd like it. I've also added a log system, that simply mimics what the server keeps, just a copy for your own use, or proof. Whatever pointless application is has, I just felt like adding it.

    As for the particle system, it functions like any other particle system. I can add gravity, direction, use multiple graphics, and just generally make stuff look better.
  13. @Vitin:

    > Also it is a game event why the hell did they bring that?

    Well, the show _is_ called the **Electronic Entertainment** Expo. It's not just for video games, it just focuses around that.
  14. 1) In the Player structure, I would add an additional "VisitedMap(1 To Max_Maps) As Boolean". In the map warping procedure (Can't remember which one) I'd flag VisitedMap(CurMap) as true. When the server receives the packet from the client, I would have the server quickly loop the VisitedMap rec, make a quick list of what's set to true, and send that back to the client, from there, how you handle things is down to how you make the interface.

    2+2) I'd make a duplicate warping routine for this, but at the end, I'd add a little If Rand(1, 100) <= 25 (To give a 25% chance.) that would warp you to a random pre-made map (I'd use several, to give the illusion of encounters). As for spawning NPCs on them, I would just generate them server-side, based on what you said for 3.

    * * *

    And, at your generation thing, currently, in The Tower, it takes me ~150ms to generate 1 64x64 map, on my 2.3GHz computer.

    I imagine you've probably got a better computer, and if you're generating a map size that's the default size (I think it's 11x14), it's definitely not going to impact you in minimal amounts of generation, however, as your game gets more popular, I would notice a small impact whenever somebody used fast-travel. To solve that, just have a range of pre-made maps.
  15. While Nintendo definitely stole the show. Again.

    It was still disappointing. I was hoping for a Zelda 2012, a Metroid 2012, or a Super Smash Bros 4\. I was even hoping for Sega to turn up with their major Sonic game for this year…none of them.

    Instead we're given Nintendo Land, and several other games that sound like terrible innuendos. :3

    Still, Batman Armored Edition, New Super Mario Bros 2, New Super Mario Bros U, Scribblenauts, Tekken, Mass Effect 3 (for the Wii U), and Pikmin 3  seems good.

    As for Sony, they're just doing what they've always done, so, what's to be expected. ;d
  16. There's one on Echostorms that I used a while ago with DX8..

    http://www.echostorms.net/programs/Bitmap%20Font%20Builder.rar

    It exports a .DAT, and it also exports a BMP, so it requires you to do some further tweaking in Photoshop, or Paint.NET, or whatever you've got, to make the background transparent.
  17. @Deathbeam:

    > omg you cant just look at that code?? Use GetPlayerX and GetPlayerY
    >
    > look at mouse movement tutorial ( not that one with 4 triangles) and look how its getting player position

    I hope you realise that GetPlayerX/Y get the players x/y according to their map position, and not on the picScreen, right?
  18. @‭‭‭Marsh:

    > * * *
    >
    > **Rules**
    >
    > Must work with Eclipse or use Eclipse as a Base.
    > Must be all your own work, or submit as a team.
    > Source code or tutorial must be submitted.
    >
    > * * *

    Does that mean I can submit my CRC32 Updater, yet being an external program, but still working with Eclipse? If not, I'll make something else I can submit.
  19. @Ninja-Tech:

    > i really really really really like this idea.
    > cant wait to try it out

    Thanks. =D

    Anyway, a quote from the blog. Just thought I'd give some insight into how the generation works…

    > So, today, I had another attempt at trying to improve the generation algorithm. I thought that before I start, how long it took to generate a map at the time of running. On average, a map took roughly 125ms to generate each map. Because I’m nowhere near what I’d like to call done, I think this is a pretty good state, considering it’s a 64x64 map. So, I’d like to see what you think!
    >
    > First off, with each dungeon…I load the map! If it exists, it adds on to the revision, if it doesn’t, it’s created, and starts off with a revision of 1\. As a result, I can freely add more generated maps, provided I just don’t exceed my memory limitations.
    >
    > After that, I then set up the room. This includes the sizes. By default, it’s 64x64, and…that looks unlikely to change. The generation then fills the ENTIRE room with walls, and block attributes.
    >
    > Now, this is the interesting bit, where things get confusing. We randomly generate a dungeon type. This can range from a small maze, to a cavern, to a citadel, or a rare themed room, such as a torture-chamber.
    >
    > Through a selection method, we then follow on from whatever dungeon type we chose. As an example, lets look at the Cavern. It uses my maze generation algorithm, with several modifications. It’s been modified to be much more random, but have more density, allowing large closely packed tunnels.
    >
    > After fully generating a floor, the warps are set up. In pretty much all cases, the algorithm just randomly chooses a spot, and loops until it finds an available spot. It does this three times, one for upstairs, one for downstairs, and one for the spawn position.
    >
    > Next, the algorithm then generates traps! This is based on dungeon type, and can generate anywhere between 0 and 16 traps. In Caverns you could expect to find next to none, yet in themed-dungeons, you could expect to find the nearer end of 16.
    >
    > NPCs are then randomly generated, from a preset list of prefixes and monsters that I’ve set, a randomly applied element, and a level and stats based on your location in The Tower. The higher you are, the harder the enemy. Of course, there’s the very rare chance you may come across a friendly NPC, such as a vendor, or a nurse, but I rate that as a low chance.
    >
    > Nearly hitting the end, items are then generated in the same fashion of NPCs, with a random element (sometimes.), a random prefix which affects its stats, and the actual item itself.
    >
    > Finally, I then loop through the entire map, and change any floor-wall transitions to make them look more fluid. I also randomly apply a few extra map details such as stones, dust, and cracks, and that’s it!
    >
    > The map is then saved, and it’s good to go! (Oh, and the time is calculated at this point. ;>)
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