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Exception

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Posts posted by Exception

  1. Well, it was a bit random. It seems to happen on any event, and, I accidentally clicked add instead of edit, and it just happened. However, the strange thing is that it doesn't always happen, and it seems to only apply to the first and last event in a page.
  2. RTE9 appears to happen when you use "add" on an existing event.

    Lemme go in the source, see what highlights…

    EDIT:

    In modGameEditors > AddComand, at Line 2059.
    ```
    ReDim Preserve tmpEvent.Pages(curPageNum).CommandList(curlist).Commands(p)
    ```
  3. @lordphrozen:

    > First off, MAJOR props to you for choosing an art style and sticking with it, a lot of people on these forums are very set in their ways about what one of these games should and should not look like.

    Yep, definitely. Thanks. :)

    @lordphrozen:

    > Second, randomly generated maps are awesome, as long as there is some sort of sense to them. It's obvious you have paths and rooms style algorithms, and that's perfect. I know you're trying to be as rouge like as possible and if you choose not to take my decision purely on that, awesome, sticking to your guns is respectable.
    >
    > However(saw this coming did ya?), I have to ask you to step back and ask:
    >
    > "did rouge do everything right?"
    > "Were there flaws in the dungeon playstyle?"
    > "Would there be a more entertaining way to build the dungeons?"

    Of course it didn't do everything right, and of course there were flaws.

    @lordphrozen:

    > I am all for random, look at my project Alure, everythings random lol. But i think at some point computer spit data is visually less apealing than planned art. A combination of pure random pathing, and pre-decorated room styles would be far more awesome.

    And you think we haven't already done this? ;3
    Within the generation code itself, there are multiple dungeon types, ranging from citadels, to caverns, to mazes, to linear rooms. I think I've done about 4 different dungeon types currently that I hope'll show, but, we have done that suggestion already, as every single room has a chance of generating up to five random features per map, including torture rooms, worship chapels, monster houses (go play Pokémon Mystery Dungeon. ;p), and the rare treasure room.

    EDIT: Oh, and, new blog. :) http://towerorpg.tumblr.com/

    EDIT2: Whoops, meant 4, not 14\. xD
  4. Blame Duders. xD.

    Anyway, for todays updates, I've temporarily removed Fog-of-war, just because I thought it looked ugly, and I want to improve it.

    I've also got to work on an element system. Currently, we're going for a Fire Emblem-ish system, in the sense that it is a magic triangle of Anima, Light, and Dark.

    It also applies to NPCs, and items, and players also pick an element at the start of the game.

    Light magic is most accurate, but least powerful. A few can also inflict blindness.
    Anima magic is fairly average, but a few can also inflict any status conditions.
    Dark magic is least accurate, but most powerful. A few can also inflict blindness.

    Relating to status conditions, you can be poisoned, burned, have reduced sight, be paralysed, or be confused.

    I'll explain the mechanics that we have in place more in depth another time, but for now, there's a little insight into magic.
  5. It's just our art style that we've chosen. Because we wanted to stick to true roguelike, we decided, that rather than having a NES palette, text, or a Master System palette, we'd use the gameboy!
  6. @Wing:

    > I remembered the greens being different shades than the ones you picked.

    The palette here is based on what I ripped from a Gameboy emulator, and I checked it against a few online palettes, and it seemed to match up fine. We did our research into the palette. ;d
  7. @John:

    > There is more to it then you think ;)
    > You will see.

    Eh, not really, half the stuff generates for us. xD

    @Toxicity:

    > Looks pretty cool.
    >
    > Will it be a pretty typical Eclipse game experience with a Roguelike flare or will you guys be incorporating more of the genre? I'd assume permanent death isn't going to be present since its an ORPG and you mentioned the creation of items, those will not be randomly generated? What about Gods/shrines, cursed items, potions, wands, fountains, etc? (I realize most RL's don't incorporate all of these but, usually a typical Roguelike has a handful of these things unless they're really unique)
    >
    > I'm pretty intrigued here, good luck guys.
    >
    > Also about the square tiles, more or less It's usually better that way when maps are being generated randomly, unless they get extremely fancy with the code.

    I'd like to think it'd add more of the genre. As an example, we plan to add typical roguelike features like Fog-of-war, proper enemy pathfinding and targeting, and a couple of actual maps at the bottom to serve as a town and main hub. As for permadeath, what happens, is that you lose half of your levels (NOT EXP. ;P), a random selection of your items, and all equipped items, however, we're also adding a points system, so, you get added to a high-score, that takes into account how high you went, how much monsters you killed, how much  items grabbed, etc.

    Items won't be randomly generated, simply because it's a bit stupid in an ORPG environment. There'll be masses of items to select from, and I've added a bit of a Terarria-ish system, where each item (not including consumables, and special items) is given a random 'prefix', that'll give stat boosts, take away stats at other places, give additional effects, such as blindness, poison, burns, confusion, and more.

    I am being fancy with the code, but because we want to make it retro-styled, and be as minimal as possible, to help out with slow internet connections, there's only so much detail we can viably do. (So minimal that our maprec currently looks like this, and we've only got two layers. xD). Still, it should look good nonetheless.

    >! Private Type TileDataRec
        Tileset As Long
    End Type
    >! Private Type TileRec
        Layer(1 To MapLayer.Layer_Count - 1) As TileDataRec
        Type As Byte
        IsRoom As Byte
        Data1 As Long
        Data2 As Long
        Data3 As Long
    End Type
    >! Private Type MapRec
        Revision As Long
    >!     BootX As Byte
        BootY As Byte

        MaxX As Byte
        MaxY As Byte

        Tile() As TileRec
        Npc(1 To MAX_MAP_NPCS) As Long
    End Type

    In reality, we have considered LOADs of elements. Me and Duders aim to get the roguelike gameplay elements done before the other stuff, so, I hope you like 'em.

    @Murdoc:

    > I like the concept.. squarish tiles, nothin wrong with that.. now show us a sprite

    ![](http://www.freemmorpgmaker.com/files/imagehost/pics/64eb5b808bca98e09aadde4eabec79e3.png)
  8. When I get all of the graphics, then I can make an interface to match. Still, just think, because all of the NPCs, and maps are already generated, all me and Duders have to do is make items, spells, a couple of shops, and add a few personal source edits, and the game'd be good to release. ;p
  9. @lexkymbeth:

    > My opinion, Mite be just me. But really square tiles. Mite to be that way tho. xD I like the random maps tho!

    They're temporary, while Duders does all of the graphics. But, because there's only a choice of 4 colours to use,  and we're directly using the gameboy art-style, why not have 'em really square? And, thanks. :>

    @Chief:

    > THE AMOUNT OF NOSTALGIA THAT JUST CRAWLED UP MINE ARSE MIGHT BE LETHAL, BUT I LIKE IT
    >
    > cool game.

    Haha. XD.
    Thank you.

    Screenshot of title screen:
    ![](http://fc04.deviantart.net/fs70/f/2012/148/9/1/the_tower___title_screen_by_sqrtbypi-d51gjqw.png)
  10. ![](http://fc07.deviantart.net/fs71/f/2012/148/d/3/the_tower___logo_by_sqrtbypi-d51fsvx.png)
    http://towerorpg.tumblr.com/

    [ t h e  t o w e r]
    The Tower is a 2D roguelike ORPG. With a distinctive art-style directly from the Gameboy handheld consoles, a vast array of completely randomly generated maps for players to explore, a wide selection of completely random monsters, and a good selection of 8-bit music to listen to, The Tower is an advancement from your stock roguelike genre, and a hopefully good addition to the ORPG genre.

    We’ve been (really!) developing this for about four days now, because me and Duders have always wanted to make our own roguelike, and now, we’re doing it!

    [ t h e    s t o r y    o f    n i d h o g g    a n d    v i d o f n i r ]
    Many eons ago, during the creation of the lands, the deities created one creature to govern the land. This creature was called Nidhogg the wyvern. Nidhogg had carefully watched over the land, but was given careful instructions to stay away from the Infinite Tower.

    One fateful day, Nidhogg entered the tower. It had seen the labyrinths inside, and the creature went mad. The deities, angry with rage, cursed Nidhogg with evil, hatred, rage, and delusion. They made the top of the Infinite Tower Nidhogg’s prison. And they also created many creatures at the bottom of the Infinite Tower to taunt Nidhogg’s hatred for the deities, which eventually became hatred for all creatures.

    To ensure that Nidhogg could never break from its jail, the deities created Vidofnir, the eternal rooster. Vidofnir, with all of its patience watched over Nidhogg.

    [ f e a t u r e s ]
    • Completely random maps. With 1200 floors to explore, maps refresh whenever a player hasn’t been on a map for over 30 minutes. Developed with a roguelike algorithm, they will always be fairly big, but always be solvable.
    • A truly custom GUI for EO. It’s completely resizable, suitable for any resolution, and is also fullscreen.
    • Cool music engine. With FMOD, we’ve currently made a 3D sound system, and various other stuff Duders doesn’t want me to tell you about.
    • Minimal. The Tower is built on the principal of being able to be ran by anybody. With many options handling things such as rendering speed, frame skip, shadows, preset resolutions, and particles.
    • And more!

    [ t h e    t e a m ]
    Lenn – Programming
    Duders – Pixel art

    [ s c r e e n s h o t s ]
    _Click to enlarge image._
    [![](http://www.freemmorpgmaker.com/files/imagehost/pics/8e4103a89d40d17fe73af81a0b0c5544.jpg)](http://fc08.deviantart.net/fs71/f/2012/148/e/5/the_tower_by_sqrtbypi-d51f2eg.png) [![](http://www.freemmorpgmaker.com/files/imagehost/pics/104bd71f68395ae22929d45d50cc5f7d.jpg)](http://fc01.deviantart.net/fs71/f/2012/148/9/9/the_tower___shot_1_by_sqrtbypi-d51ft2t.jpg) [![](http://www.freemmorpgmaker.com/files/imagehost/pics/b7cad5b42d61d29bdd39b64a46d9bcab.jpg)](http://fc00.deviantart.net/fs70/f/2012/148/8/2/the_tower___shot_2_by_sqrtbypi-d51ft5n.jpg) [![](http://www.freemmorpgmaker.com/files/imagehost/pics/d78b35c739bd5f3e028f217f960cf329.jpg)](http://fc03.deviantart.net/fs70/i/2012/148/3/9/the_tower___shot_4_by_sqrtbypi-d51ftcg.jpg)
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