It's not anymore! I'll be posting an update soon.
It's not anymore! I'll be posting an update soon.
I keep the console window opened alongside the game (And crop it out for screenshots), there is no output.
The logic is solid, I'm going to probably tear down this game entry, create a new one, and go from there.
I run linux, I like to test if WINE will run the game if it's PC only.
Hardcore Isometric Real Time Strategy coming up. Give me a few months.
Here's an image of the main menu because I can't get anything else for you. The game is basically destroyed. I'm not sure what happened, but it runs at about 1fps. I have no idea what I changed. Oh, but that's only from visual studio. If you launch the .exe that is built, it runs fine. Visual Studio's debugger royally ***** over the game. It can't be used. This is a gigantic bitch slap to development speed. I'm not sure whether I should continue, or start over in a new, cross-platform engine.
This is incredibly difficult, SDL doesn't have all the fancy framework XNA does, so work has begun on a new engine dubbed "Cactus". Working 14 hours a day on this.
Torches give off light, though it looks somewhat strange as it gives off light from the bottom of the pole. I can't simply raise it as that would sometimes put the light source inside of a wall.
The main hub/spaceship/thing now looks like an actual spaceship.
Spent some time creating a new theme card, hopefully I'll be able to add mixing functionality soon. In addition, I've optimized the lighting engine, 55fps to 75. It's not great, given my system is reasonably high end, but that is with VSync and multisampling on.
That's how it worked previously, and it was slower, now instead of drawing the hit over the mob, it doesn't draw the parts of the mob covered by the hit. However, the new storage format's implementation in other bits of the code is slower.
Mixing the theme cards is going to be the biggest piece in this game , and I'm scared of breaking everything by implementing it, but it is my next goal. Also, I've created a public todo list, so that you can see the various things I'm getting done outside of screenshots. Docs.google.com
That's a thing? I'll do that from now on, but for now, I've got a video on the way with the sound effects in it.
I... uhh... I can't show you sounds in a screenshot, but I assure you they are quite good! In addition, I've implemented an options menu (VSync, Volume, Multisampling) and implemented some background music. I know I've been slow on updates recently, my school likes to stack finals at the end of the year. During summer, I should be able to put plenty of time into this.
Took some time to make the in-game art look good, almost professional quality.
Also, the attack system takes into account constitution when attacking the skin layer, and dexterity to determine hit/misses
It's not easy to tell what's going on here, but I've got 2 attacks hitting the enemy right now. Before now, this was impossible, because a Mob was restricted to a multidimensional array of colors to draw itself, now, when it is hit, a list of Hits is also drawn onto the screen. This is to make having a partner more enjoyable to play, as you willn't need to take turns attacking. This did, however, increase the Mob's draw time considerably, I'll need to optimize it.
Also, they won't just be "Mage, warrior, rogue", there will also be spells which determine named modifiers for each one, So you might get "Alchemist, Death Knight, Ranger"
3 leveling up options will be generated randomly when you level up. They will not be equal, the best will be highlighted, generally the differences will be rather small.
Note: IndieDB blurred the text, looks fine in-game.
All art will be licensed under the WTFPL license, as seen here - Sam.zoy.org
Do whatever the **** you want with it.
The multiplayer system went to s***, attempts to expand upon it were nearly impossible. I've decided to create a few small multiplayer games before attempting to implement it in Eternal Dungeon again. Needed to rollback to before the attempt.
Each theme will, along with modifying world generation, retexture the 6-7 basic in-game tiles, and the 6-7 decorations/loot. This makes the room qualify under all themes. While it's reasonable to use the dungeon theme's tiles, if you use, say, the underwater theme, you'll get something completely different from the preview. The preview is abstract enough that it will apply to all themes.
Perhaps in the bottom right corner, I'll add a preview button, and let you choose a theme card to display it in.
Currently supports simple movement, no other syncing. Nonetheless, as with most things in the game, it has been prepared for simple mod support, you shouldn't need to touch multiplayer at all for any purpose when creating mods.
Hopefully this makes up for slow updates, preoccupied with schoolwork.
MadGameHouse's YouTube channel - Youtube.com
The room will automatically be flipped in the 4 directions, I might make that toggleable.
Lootmap is a pretty shoddy name for it,a better name would be simply Layer2
The problem with that is that in the final game, there will be at least 100 of each tile.
This is the implementation of a map editor, it's imperfect, the GUI is junk, and Map generator limitations are annoying, but, this will automatically generate a new room card and add it to the game. Hitting shift switches between editing the Loot Map, and the Floor Map. Arrow keys move your cursor, numbers select from the menubar.
I would like to receive some feedback before I carry out with adding content.
While my harddrive was down, I created several art assets, I'm in the process of adding them into the game, then a skills system.
A man's worth is not determined by his wealth, but by the voxels he gives to, and recieves from, the ones he renders.
Lies, all lies, From left to right, Code, Porn, Youtube, Tumblr.
Also, fair enough.
gigimoi
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