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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Can decoration tiles confuse the player?
Yes that's a very good way to make walls. But I built the whole game using a binary passability: a tile is either passable or not. Wesnoth's approach requires to define passability between tiles. So if I want to use Wesnoth's wall, I need to adapt the map format, rewrite the code that checks valid moves and above all recode the whole AI and its pathfinding. Possible yes but very very costly... to the point that it almost means restarting from scratch. Thus I'm probably stuck with my initial design choice.
Thanks for pointing this out. I didn't play Battle for Wesnoth for quite a while and I should replay some to look at the other design choices the developers made.
Thanks for pointing this out. I didn't play Battle for Wesnoth for quite a while and I should replay some to look at the other design choices the developers made.
Can decoration tiles confuse the player?
Could you describe your idea with a sketch?
I think that in any tile based system, the walls connect the centers of adjacent tiles. Connecting square tile centers happens to align with the direction of a tile edge. But connecting hexagon tile centers don't align with the direction of any tile edge.

I think that in any tile based system, the walls connect the centers of adjacent tiles. Connecting square tile centers happens to align with the direction of a tile edge. But connecting hexagon tile centers don't align with the direction of any tile edge.

[Offer] I can do let's plays for your game
If you want to play a short game, Red Balloon of Happiness is about 10 minutes long. Our team will be happy to watch your let's play.
Game of 'Thrones'
Revive the Dead 2: Deader or Alive
pianotm playtest of MinST:
Okay...
Here we go.
- I really like the retro graphics in this.
- The difficulty is going to be a bit high. A lot of players will probably be frustrated, but this is probably better as a two player game, anyway.
- Music is extremely repetitive and I find I can't really stand it for more than a few minutes.
- There needs to be a clearer way to advance to the next map in AI battles.
- I like the tactical Chess quality that this game has. There just aren't enough games like this.
- I understand using the computer's internal speaker to signify actor death, but it really does sound like an error bell, since it's the same sound effect used to signal errors. I would really recommend finding a different sound effect.
- Controls are very unintuitive. It would be much better to assign movement controls to QWEASDZXC or the number pad. Assigning them to Home, Delete, PgUp, PgDn, End, and INS is very ill thought out. They're not configured in such a way that a player can readily mentally identify direction. Also, the configuration will be different from keyboard to keyboard and this really too close to the function keys. As long as I've been playing, I'm still not used to this. If you're trying to concentrate on what buttons to push, then you're not enjoying the game. A game this difficult, people should be focusing on it instead of making sure they've got all of their movement keys and order figured out.
- Obstacles should be made to stand out a bit more. Namely the trees. Rocks and walls are fine. Quite often, I find myself trying to move, and it's taking me longer than it should to realize that I'm trying to go through a tree.
That should cover pretty much everything I looked at. I encountered no glitches at all. This was very well put together.
Here we go.
- I really like the retro graphics in this.
- The difficulty is going to be a bit high. A lot of players will probably be frustrated, but this is probably better as a two player game, anyway.
- Music is extremely repetitive and I find I can't really stand it for more than a few minutes.
- There needs to be a clearer way to advance to the next map in AI battles.
- I like the tactical Chess quality that this game has. There just aren't enough games like this.
- I understand using the computer's internal speaker to signify actor death, but it really does sound like an error bell, since it's the same sound effect used to signal errors. I would really recommend finding a different sound effect.
- Controls are very unintuitive. It would be much better to assign movement controls to QWEASDZXC or the number pad. Assigning them to Home, Delete, PgUp, PgDn, End, and INS is very ill thought out. They're not configured in such a way that a player can readily mentally identify direction. Also, the configuration will be different from keyboard to keyboard and this really too close to the function keys. As long as I've been playing, I'm still not used to this. If you're trying to concentrate on what buttons to push, then you're not enjoying the game. A game this difficult, people should be focusing on it instead of making sure they've got all of their movement keys and order figured out.
- Obstacles should be made to stand out a bit more. Namely the trees. Rocks and walls are fine. Quite often, I find myself trying to move, and it's taking me longer than it should to realize that I'm trying to go through a tree.
That should cover pretty much everything I looked at. I encountered no glitches at all. This was very well put together.
Can decoration tiles confuse the player?
The house is an obstacle like the trees or the walls. It blocks movement, a billman can't attack behind it but a shooter can shoot above it.
Can decoration tiles confuse the player?
author=LibertyYes, units can't walk on walls.
I think the walls can't be walked on in the images provided, right Irog?
author=InfectionFilesYes, wall are not passable for both the player and the AI.
I imagine enemies moving would also make clear what's passable and what isn't, right?
Can decoration tiles confuse the player?
I drew some wall tiles for my strategy game to allow units to climb stairs and stand on defense walls. But rendering a unit on top of a wall is not visually practical so I ditched the idea. The tiles that have stairs look like good decorations and I want to use them. But they might confuse the player. What do you think?
Scene without decorations:
Scene with decorations:

Scene without decorations:

Scene with decorations:

Revive the Dead 2: Deader or Alive
pianotm we could test each others' games if you like. I still want to finish the defensive wall feature before you dive in.














