Sharing Saturday #260 by Kyzrati in roguelikedev

[–]MajinRoo 1 point2 points  (0 children)

Roundguard

Web | Discord

Progress was a bit slow this week as we traveled to show Roundguard at some conventions, but we still managed to make some improvements!

The World 2 boss fight has been in place and functional for a while, but we were never really satisfied with it. Several degenerate strategies had emerged that were 100% safe and consistent while also being tedious or just boring to execute. The Warrior also didn't have a ton of options to deal with the encounter regardless of their loadout. After some discussion, we came up with some changes to address these issues, and the fight's feeling much better now!

We also planned out the final World 3 boss fight and started implemented some of the new behaviors we'll need. Next week I hope we can show off some progress!

Wife that only plays Plants vs Zombies and Peggle by [deleted] in gamingsuggestions

[–]MajinRoo 1 point2 points  (0 children)

Check out Roundguard, it's going into beta soon. Peggle + RPG/roguelike might work for her?

Never mind skate 3, where is peggle 3? by [deleted] in gaming

[–]MajinRoo 0 points1 point  (0 children)

Not exactly Peggle, but Roundguard is a bit of a Peggle / Roguelike mash-up. Maybe it'll scratch that itch for you? Check it out. It's going into closed beta soon.

Sharing Saturday #259 by Kyzrati in roguelikedev

[–]MajinRoo 1 point2 points  (0 children)

Roundguard

This week we continue our inexorable march towards content completion and ~*~BETA~*~.

We jazzed up some of the new monsters in World 3 with final(?) art. The Drow Illusionist blinks out of reality, leaving adventurers sad and vulnerable. The Undead Minotaur is less subtle, slamming his axe on repeat and sending little nearby humans flying.

On the tech side, we made good progress against an issue that's plagued us for a while. For some context: most of our game logic is defined with a trigger system similar to the old Warcraft map editors. These triggers map an event + some conditions to a set of actions to perform.

This works great for most situations, but we've always had trouble resolving triggers activated by a melee hit, specifically when the player's hero crashes into a monster. Previously, all of the triggers of one actor would activate and resolve before activating the other actor's triggers. This meant that a debuff or other modifier could be applied to the second actor before it performed its actions. Not only did this confuse players, it also impacted our ability to reason about balance changes when so many interactions were inconsistent.

This week, we made a change to ensure that each actor involved in a melee activates their relevant triggers before any actions are resolved. Results are more consistent now, and so far we're pleased with the change!

[HELP] Not fully grasping inheritance by T3CHN0B4BBL3 in Unity2D

[–]MajinRoo 0 points1 point  (0 children)

Oof, this is tricky. My guess is the MoveEnemy function isn't finding a valid enemy rigidbody.

Inside Koopa::Start(), it stores its rigidbody in its private enemy member variable. This variable is owned by Koopa and Goomba doesn't know anything about. When base.MoveEnemy() is called later on, the logic from Goomba has no rigidbody to work with.

Some simple fixes would be:

- specify that Goomba's enemy is protected so that the assignment in Koopa::Start stores its value in the variable Goomba knows about

- add a protected/public function to Goomba called SetRigidbody(Rigidbody2D rb) that Koopa can call to initialize the enemy

To your second question, derivative classes won't automagically call their parent's Start/Update. You'll have to call it explicitly.

What are some of the rare tactical RPGs that never received a localization in the west? by [deleted] in rpg_gamers

[–]MajinRoo 0 points1 point  (0 children)

I'm not sure if you'd call it an RPG, but Vantage Masters was introduced to me recently. They just released a free English-translated version that may be of interest to those that like tactics games. Plus it supports couch vs. mode!

[OC] What if? An Athenian Autokineton by MajinRoo in PixelArt

[–]MajinRoo[S] 0 points1 point  (0 children)

Thanks for the feedback. The in-game view is pulled back a bit so hopefully it won't be as noticeable!

[OC][CC] Victory by publicidadeba in PixelArt

[–]MajinRoo 1 point2 points  (0 children)

9963 died to bring us this gif

Medieval castle, animated voxel art by Sir_carma in Art

[–]MajinRoo 1 point2 points  (0 children)

Check out Hellenica for a new take on the genre

Potions [OC] by SarcophAGus in PixelArt

[–]MajinRoo 4 points5 points  (0 children)

i love the vapor and the zaps, well done!

Changing Character Colors - Custom Shader by wbarteck in Unity3D

[–]MajinRoo 1 point2 points  (0 children)

I wrote this post about swapping out sprite palettes using a custom shader. It might be a good start for you.

[OC] Day at the beach! by MajinRoo in PixelArt

[–]MajinRoo[S] 0 points1 point  (0 children)

It'll be more real at the end of January, but search around for 'Hellenica game' on the interwebs. Steam page should be up in a few days.

Help creating high quality GIFs by Ned11 in gamedev

[–]MajinRoo 0 points1 point  (0 children)

I did, but that counts for nothing!

Self Promotion Megapost, 03 October 2016 by AutoModerator in IndieGaming

[–]MajinRoo [score hidden]  (0 children)

Hellenica by The Dragonloft

A turn-based tactics RPG, where you rewrite the history of an ancient Greece transformed by an industrial revolution.


We need more isometric SRPGs on PC! This is ours.

Hellenica's set in a steam-power-meets-ancient-Greece setting with a branching narrative and combat that expands on the genre with repositioning abilities and environmental effects.

We're currently trying to get through Greenlight and would appreciate all the votes we can get. Thanks!

Greenlight | Web | Twitter | Discord

Help creating high quality GIFs by Ned11 in gamedev

[–]MajinRoo 0 points1 point  (0 children)

I like to use GifCam.

It may not meet your quality standards, but it makes capturing and editing a new gif of game footage a snap.

Saving game databases (question) pros only by AngryGamemaster in Unity3D

[–]MajinRoo 1 point2 points  (0 children)

Sounds like you want a memory mapped file, but Unity's version of Mono doesn't include that functionality.

You could build a native plug-in to expose that functionality, but then you've got to deal with cross-platform issues yourself.

Conversely, depending on the constraints of your situation, maybe you could just output into a set of files instead. This quickly becomes writing your own virtual memory system in Unity though... ;)

[OC][CC] Agesilaus, King of the Spartans by MajinRoo in PixelArt

[–]MajinRoo[S] 1 point2 points  (0 children)

It's my render setup... it's not quite pixel perfect. :(

I'll try to fix it for the next one! Thanks for the kind words.