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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Just Do It! - Anti-Procrastination Initiative
@NeverSilent
This event is a great idea to move projects forward. Thanks for putting it up and motivating everyone. I'll keep participating. I've only covered 5 tasks out of 10 from my initial plan. By the end of it, I'll write MinST a progress report blog entry.
This event is a great idea to move projects forward. Thanks for putting it up and motivating everyone. I'll keep participating. I've only covered 5 tasks out of 10 from my initial plan. By the end of it, I'll write MinST a progress report blog entry.
LoTL Demo finally available.
Don't worry about game file size as long as it doesn't exceed the 400 MB limit for download size. You'll most likely reuse a lot of the game resources in the next episodes so your 10 hours game-play release will be much smaller than 400 MB. Splitting a game in multiple episodes breaks the flow of the game for the player and requires additional maintenance work for the developer. Moreover, making game saves transferable consumes time that you want to invest in making new game content.
Being a developer is relevant only if you want to make a living from it. Most of us are hobbyists who makes games at our own pace for the fun of it. So you should work on your game in a way you enjoy.
Learning code is an excellent idea! It gives the best flexibility and is useful outside the gaming world. By the way, I started making a game while learning code because I wanted to have fun with this new skill.
Being a developer is relevant only if you want to make a living from it. Most of us are hobbyists who makes games at our own pace for the fun of it. So you should work on your game in a way you enjoy.
Learning code is an excellent idea! It gives the best flexibility and is useful outside the gaming world. By the way, I started making a game while learning code because I wanted to have fun with this new skill.
Just Do It! - Anti-Procrastination Initiative
Goal 4 completed: Make a generic range attack function for ranges above 2
Actually, this task was easier than expected so it includes the "increase archer range to 2-4" I originally planned for a future task.
As this extended archer range only benefits the human player, I made a build in my locker for you to play with until the AI also gets the extended range.
Goal of next week: Adapt AI to properly use attacks of ranges above 2
Actually, this task was easier than expected so it includes the "increase archer range to 2-4" I originally planned for a future task.
As this extended archer range only benefits the human player, I made a build in my locker for you to play with until the AI also gets the extended range.
Goal of next week: Adapt AI to properly use attacks of ranges above 2
Kiddos Puzzcade 1.1
This is a fun puzzle game! The learning curve design is excellent: kid's skills get introduced one at a time. A player who didn't read the full game description is not penalized. I like the way you combine skills but Anne's is rarely used. I would like to play more of this: new levels, high difficulty, ...
Spoiler
Spoiler
I really liked the puzzle element where one of the kids had to stand at a well chosen location before moving a crystal with another kid.
Just Do It! - Anti-Procrastination Initiative
Goal 3 completed: The AI can now use the charge attack!
I've updated the main download.
Next week goal: Make a generic range attack function for ranges above 2
I've updated the main download.
Next week goal: Make a generic range attack function for ranges above 2
Just Do It! - Anti-Procrastination Initiative
@pianotm
Building a game involves creative and non-creative tasks. We have to work on both to create our games. For example MinST charge attack consisted of designing the feature (creative), coding the feature (a bit less creative), play-testing it (not creative) and debugging ( **** swearwords). So you should not fell bad for completing the non-creative tasks but proud that you overcame the difficulty or workload!
Building a game involves creative and non-creative tasks. We have to work on both to create our games. For example MinST charge attack consisted of designing the feature (creative), coding the feature (a bit less creative), play-testing it (not creative) and debugging ( **** swearwords). So you should not fell bad for completing the non-creative tasks but proud that you overcame the difficulty or workload!
Just Do It! - Anti-Procrastination Initiative
I'm done with week2 goal: Develop a charge attack
Here is how it works:
When a cavalry or shield unit moves twice in the same direction, it gains momentum to charge the enemy. The yellow arrows show the directions of possible charge attacks. They cause 2 damages instead of 1. If you deselect the unit, it loses momentum. Moves in directions close to each other also gives momentum (for example "up-right" and "down-right").
Here are some screen shots (the cyan arrows have been added on the screen shots to show the unit's last moves):
Now, only the human player(s) benefit(s) from charge attack. As this alters the balance of the game, I made a temporary build in my locker for you to try.
Over next week, I'll adapt the AI to properly use the new charge attack.
Here is how it works:
When a cavalry or shield unit moves twice in the same direction, it gains momentum to charge the enemy. The yellow arrows show the directions of possible charge attacks. They cause 2 damages instead of 1. If you deselect the unit, it loses momentum. Moves in directions close to each other also gives momentum (for example "up-right" and "down-right").
Here are some screen shots (the cyan arrows have been added on the screen shots to show the unit's last moves):


Now, only the human player(s) benefit(s) from charge attack. As this alters the balance of the game, I made a temporary build in my locker for you to try.
Over next week, I'll adapt the AI to properly use the new charge attack.
Aim for the Stars
Thanks for your initiative. In the mean time, I downloaded the entries one by one. I also copy-past the entry lists in a text file. This will make it easy to find back the authors of tracks I use in a game and credit them. You can include this file in your pack.
Aim for the Stars
Watch_Cats
"As vigilante of society, we see through 'cat's eye"
Is there any link with Cat's eye ?
btw, I love your character design !
Is there any link with Cat's eye ?
btw, I love your character design !













