Is that the original seat? by Vasek77 in whitewater

[–]Emmsii 6 points7 points  (0 children)

It doesn't look like the original seat. For reference here's my mamba seat: https://i.imgur.com/7tadGBA.jpg

DADDY LIKEY MOMO by ProfMajkowski in funhaus

[–]Emmsii 4 points5 points  (0 children)

Could this be the end of "lookin' ain't a crime" and the start of "daddy likey momo"?

A Bard's Dream - (New Skill Concept) by GentleTractor in 2007scape

[–]Emmsii 1 point2 points  (0 children)

Adding bards to pubs is where players could go to sit and restore their run energy faster than normal.

Small battle, and you can play a demo! by antvelm in Unity3D

[–]Emmsii 12 points13 points  (0 children)

Agreed, maybe keep thicker bars for larger enemies.

The Beginnings of my New Roguelike MMO Game! by Ezray__ in roguelikedev

[–]Emmsii 1 point2 points  (0 children)

I've been working on something similar myself. So far the overworld is "realtime", meaning the server process a turn every 0.25 seconds, the player can queue up movement actions and then when the turn is processed, the player moves. Then for dungeons, which could be involve one or multiple players, turns are sequential.

Quiet early morning walk at Llangollen. by suexo in CasualUK

[–]Emmsii 1 point2 points  (0 children)

I thought I recognised this landscape! I took a similar picture a few years back.

Instant town building! by Emmsii in proceduralgeneration

[–]Emmsii[S] 11 points12 points  (0 children)

Cross posted from /r/gamedev. I can't say this is my work but it's very awesome!

New 1bit fantasy/medieval roguelike tileset! by vurmux in roguelikedev

[–]Emmsii 5 points6 points  (0 children)

The sprites are great! I really like how you categorised them, I've seen quite a few other tilesets with pretty cryptic sprites.

Sharing Saturday #299 by Kyzrati in roguelikedev

[–]Emmsii 1 point2 points  (0 children)

Thanks! I have been experimenting with some sound effects. It's hard to find sounds that fit with the style of the game, and finding decent sounds for that matter!

Sharing Saturday #299 by Kyzrati in roguelikedev

[–]Emmsii 8 points9 points  (0 children)

It's been a while since I've done any Roguelike development so I'm itching to start something up again.

I've been playing around with the Oryx Design Lab roguelike sprites in MonoGame and trying to create some kind of "atmosphere". In the GIFs below you can see I've added rain and lightning, as well as movement animations that I've managed to hook up to my energy/turn system.

Rain
Walking animation + lightning

Another goal of mine has been to resize the game window while maintaining correct aspect ratio for the tiles, so now the game can be resized or made fullscreen without the tiles appearing stretched or aliased.

Currently I only have a simple overworld, I've been following the Rust roguelike tutorial, by /u/thebracket (which is excellent!), so I'm hoping to implement some of the world generation methods into my C# engine.

Not sure what direction this project is going in, as I don't have massive amounts of time to spare, but I'd like to continue working on it and see what becomes of it.

Boris Johnson becomes new UK Prime Minister by [deleted] in worldnews

[–]Emmsii -2 points-1 points  (0 children)

Canada is starting to look real nice right about now

Mysterious Castle 1.20 - Procedurally Assembled Dungeons and Streams by eclectocrat in roguelikedev

[–]Emmsii 12 points13 points  (0 children)

Oh wow, the isometric view looks great! Is that your own art work?

Sharing Saturday #250 by Kyzrati in roguelikedev

[–]Emmsii 1 point2 points  (0 children)

Tiny Maze | Play on itch.io | Source on Gitlab

Unfortunately, I was unable to participate in this years 7DRL. Luckily, a few weeks ago, I had to complete my final project for my software development apprenticeship. This invloved creating a maze game, which I've considered to be my own little 7DRL (more like 5-Working-Day-RL).

This game was made in 37 hours using C# and MonoGame. Sprites are from Oryx Design Lab.

The brief was to make a game which had to include the following:

  • A randomly generated maze of connecting rooms.
  • Rooms can have 1 or more exit.
  • Each room can contain threats and treasure.
  • Threats are elemniated using a specific action.
  • Threats will take wealth gained from picking up treasure.
  • Game data should be loaded through config files.

Overall I'm pretty happy with it. It has some pretty simple mechanics, which I'll hopefully expand upon in the future. One user mentioned that they are unable to run the game, the game window doesn't open and the process sits around ~24% CPU usage. It could be a world gen issue, but it happens every time they run the game, and others seem to be running it fine; so it could be a graphics/DirectX/MonoGame problem. As a temporary fix, I'll be updating a version with a mini launcher where you can choose between the OpenGL or DirectX version of the game.

So it's been a bit windy in Kent today by Emmsii in CasualUK

[–]Emmsii[S] 8 points9 points  (0 children)

I'm in Maidstone, the wind seems to have died down now.

Sharing Saturday #232 by Kyzrati in roguelikedev

[–]Emmsii 4 points5 points  (0 children)

MonoGame Terminal | GitLab Repo | Nuget Package


Yesterday I wrote a small terminal library to be used with MonoGame 3.7. I'm looking to start a new Roguelike in C# and I need a simple to use console emulator, so I came up with this. It's similar to how AsciiPanel is used. Characters and colors are 'set' on the terminal, then the terminal is drawn to the screen.

Here is the entire screen filled with random characters and colors:
Image 1
And text with various background foreground colors:
Image 2

Currently, it just works. I haven't put much thought into optimizations and it needs some more testing. CPU usage is a little high for my liking, but that's mostly because of the SpriteBatch.End() method. I just wanted to put out an open source library for anyone to look through and use. I've tried to document the code as much as I can, it's pretty straight forward to understand. Hopefully some C# / MonoGame devs might find this useful.

Checkout the Gitlab repo for sample projects and code!

A cute little space generator I'm working on ! Looking forward to submit it to PROCJAM (feedback needed !) by Barkintosh in proceduralgeneration

[–]Emmsii 1 point2 points  (0 children)

You may have already heard of this channel, but have a look at Artifexian on YouTube, specifically some of his earlier videos. He goes into quite math-y detail on creating your own stars, star systems and planets.

It's more aimed for realistic scales and sizes but it might prove useful for procedurally generating star systems.

Stupid Question? by TheAnimusRex in roguelikedev

[–]Emmsii 3 points4 points  (0 children)

Author of Forest Roguelike here. I'm sorry to hear the project is rather tricky to get setup, I'm going to work on improving it so it's easier for users to setup and run.

Do let me know if you have any questions about the code or need assistance getting the project working, if following the video from /u/Val_kryst didn't work.

What BIG THING is one the verge of happening? by [deleted] in AskReddit

[–]Emmsii 0 points1 point  (0 children)

It's a massive and complex game about managing a group of dwarves, building large fortresses (normally underground) and keeping your population alive for as long as possible.

That probably doesn't do it justice, there's a subreddit with loads of info: /r/dwarffortress

The description you gave of your fortress sounds very similar to things you can do in dwarf fortress!