IROG'S PROFILE
Irog
4858
Hi all !
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
I like 16-bits RPGs (especially action RPGs) where you feel the quest behind the lines of code. I also like strategy, puzzle solving, immersive stories, tabletop RPG and LARP.
I'm a hobbyist C programmer who likes to work on custom game mechanics. My very first project was a very basic map generator for Genesia, aka Ultimate Domain https://rpgmaker.net/users/Irog/locker/UltimateDomainWorld.zip
I also want to help developers polishing their projects with my player feedback. So I'll be happy to test your game !
See you around,
Irog
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Rome Protector
So you have the most recent version of the game and it should only trow bees and purple slimes at you.
I'm also curious. So if you send screenshots, that would help me fix this visual bug.
I'm also curious. So if you send screenshots, that would help me fix this visual bug.
Rome Protector
Very weird indeed! The game only displays the slimes as they appear in the file Rome/Common/slime1.png
The file Rome/Common/slime2.png could turn the slimes black and white. It was only used to show slime taking damage when the slimes had multiple HP in pre-release tests.
Every time an enemy spawn, the game randomly picks a bee or a slime but should not alter its color.
What is the color of the slime in the file Rome/Common/slime1.png of your copy of the game?
Could you send me some screenshots showing the color issue? (via links to a few locker files)
The file Rome/Common/slime2.png could turn the slimes black and white. It was only used to show slime taking damage when the slimes had multiple HP in pre-release tests.
Every time an enemy spawn, the game randomly picks a bee or a slime but should not alter its color.
What is the color of the slime in the file Rome/Common/slime1.png of your copy of the game?
Could you send me some screenshots showing the color issue? (via links to a few locker files)
14th RMN Birthday
This event is a good opportunity the improve your skills. The 14 hours is enough to make something fun but not very polished. No one will judge you badly for making a low quality game in such a short time span. For a previous event, I made a game in 10 hours. The download version on the game page benefits from post-event bug fix so just imagine how bad it was at the end of the event.
Rome Protector
170! You're a great gladius wielder!
The event version has green slimes. The updated game page version has purple slimes. I changed the slime color to better see them moving over green grass. The game page version also benefits from various improvements.
The event version has green slimes. The updated game page version has purple slimes. I changed the slime color to better see them moving over green grass. The game page version also benefits from various improvements.
author=DyhaltoThanks a lot for this info! It means that the sword swing improvement does work.
My best run was with purple slimes.
14th RMN Birthday
The "should include list" gives me the following idea:
a militaristic bird + too many butterflies in a shmup
How crazy could this be?
a militaristic bird + too many butterflies in a shmup
How crazy could this be?
map14a.png
Eyesight issues
Rome Protector
The event version was a bit rushed. The game page version has better enemy pathfinding, better player sword swing and no more green slime moving over green grass to hit you off-guard.
Please do! Feedback is always good!
author=iddalai
I downloaded Lya and will try it out in a few days and let you know what I think in the gamepage, if that's OK with you.
Please do! Feedback is always good!
Rome Protector
Hello iddalai
Thanks for your feedback on Rome Protector ! I'm glad you like my game.
A lot of great artists share their creations at https://opengameart.org . I simply selected some excellent graphics that build a coherent aesthetic. You can find the list of artists in the credits section of the ReadMe file.
Good job for killing 106 enemies. In Rome Protector, the difficulty curve comes from the enemy spawning rate. The more enemies you've defeated, the faster new ones come.
I programmed the game engine myself but I reused a lot of code from Wizard apprentice Lya.
When the floppy event started I had been working on a new movement system for Lya and it was entering its early test phase. For the event, I decided to expand this prototype with what Lya lacked: a melee system. Some functions look identical but are completely rewritten like picking up potions from the loaded map data for Lya vs picking up potions from random drop on the corpses in Rome. Some functions need improvements to properly move the enemies or to display death animations and sword swing animations. If one day you see Lya swing a summoned fire sword, you'll know when I experimented with a melee system.
Which version of the game did you play (event or game page) ?
What color were the slimes you fought ?
Thanks for your feedback on Rome Protector ! I'm glad you like my game.
A lot of great artists share their creations at https://opengameart.org . I simply selected some excellent graphics that build a coherent aesthetic. You can find the list of artists in the credits section of the ReadMe file.
Good job for killing 106 enemies. In Rome Protector, the difficulty curve comes from the enemy spawning rate. The more enemies you've defeated, the faster new ones come.
I programmed the game engine myself but I reused a lot of code from Wizard apprentice Lya.
When the floppy event started I had been working on a new movement system for Lya and it was entering its early test phase. For the event, I decided to expand this prototype with what Lya lacked: a melee system. Some functions look identical but are completely rewritten like picking up potions from the loaded map data for Lya vs picking up potions from random drop on the corpses in Rome. Some functions need improvements to properly move the enemies or to display death animations and sword swing animations. If one day you see Lya swing a summoned fire sword, you'll know when I experimented with a melee system.
Which version of the game did you play (event or game page) ?
What color were the slimes you fought ?













