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Prototype 2: Try it out on the Web!

And then, news flash:

Disappointment Abounds!

Sorry about that!

Prototype 1: Feedback Request

author=Solitayre
I played this a bit, the thing I really wanted to be able to do is move turrets once I placed them. If I put one in a dumb place (and this is what a new player will do!) I couldn't move it and just had to deal with it screwing with my physics. I'd say either let the player move/drag turrets around or give them the option to scrap them. Maybe you intended to allow this all along!


I've been debating this back and forth actually; making them move is easy enough, but making a way for the user to move them (since you can only use the left button) is not as easy.

I might have a way to do something like this though, I think I just got an idea.

Thanks for the feedback!

Bug Woes V.2.0

The random crashes are from just about anything not properly being disposed; sprites, viewports, windows, etc.

These are the worst problems to debug, and the solution is walking through the code and making sure anything that's initialized is also disposed.

Thoughts of a Deceased Crawler

This would be a fun topic for a longer discussion, but if I had to boil down my personal opinion on what would make a dungeon crawler fun:

1. Easy to Learn, Hard to Master - Limit the number of stats and 3 or 4 or so, and make their effects obvious and easy to work with. When faced with too many options it makes player choices too hard and also boxes the dev into 'averaging' them out so characters aren't too gimped

2. Fast combat - longer fights can be fun, but when normal encounters are as length as a boss fight, it gets old fast, something you can't afford with a crawler

3. Toys and time to use them - skills or weapons or customization that I can play around with freely and not fear gimping my characters... and enough of it to be interesting without being overwhelming or fluffy due to all the options given

4. Loot and reasons to use it - Why does the player care what's in the chest? Money? Items? Weapons/Armor? Besides the items, give players simple ways to use them like a crafting or customization system

5. Interesting - A story or advancing areas, any elements that make the player want to go down just 'one more level' or 'just finish this area' to gain more items, see more funny dialogue, meet new members, etc

This is just a rough 'checklist' I came up with from my own experiences and preferences, ping me if you want to discuss it sometime, I rarely get to talk about user functionality. : )

Game Music Brasil 2011

Impressive! : O

New Version - Single Bug Fix

author=Crystalgate
Was I the only one who choose the Hard difficulty?

At least the only one one who did and bothered to tell me there was a bug! It was such an obvious bug I scanned that code like 20 times and had debugging statements all around it before I finally figured it out.

For fun, here's the 'buggy' code:


# Return 1x casting push-back based on difficulty
case $game_system.difficulty
when 0
val = 6.0
when 1
val = 4.5
when 2
value = 4.25
when 3
val = 4.0
end

My fault for not using 'value' as the name, since like every time I typed "val" I ended up typing value and then backspacing twice.

Summer Games Version Released!

author=Marrend
I'd personally like some kind of indicator as to what abilities have a "charge time" bar.


That is an excellent suggestion and not in the list of other excellent suggestions I have at the moment. And... now it is.

An apology and some other stuff.

author=chana
I tried every thing....., man! I really don't see.


You were one letter off at the end of your reply!

Casting Call! Part 1 of 3: Edan

author=Krisanna
author=NewBlack
(not that I can ever know how much work has gone into other entries, it just looks like this has a lot of work gone into it)
.... Now?

7 more enemies to go. Then sleep. Maybe... another cool panorama would add a lot...

Casting Call! Part 1 of 3: Edan

author=Solitayre
Oh, they've been working on it pretty much non-stop all month. Me, I basically just tricked them into putting my name on it, the fools! have kind of been a more peripheral role, especially compared to my role in Avarice.

Solitayre doesn't understand the value of coming up with rough drafts and polishing them. When I make something from scratch and polish it a bit (or not at all if I don't have the time!) it's like making a first draft game.

When someone else comes up with the ideas and then others get to give input and polish without investing a lot of time, the quality goes up exponentially.

If there's one thing I'm good at, it's project management. Since that's the job I've been doing for like six years now.