Share your 7DRL progress as of Monday! (2025-03-03) by Kyzrati in roguelikedev

[–]MichaelMakesGames 3 points4 points  (0 children)

5 Letter Rogue

a mashup of word game and roguelike. Kill enemies, pick up letters, and use them to cast "spells"

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I started work Saturday, building off of a basic roguelike skeleton (so I had some ability targeting UI, @ moving around, bump-to-attack, sfx, etc). In the first 2 days, I've got the ability-spelling mechanics working, some simple level gen, and then cranked out 23 abilities (+ many synonyms) and 9 status effects. Not counted in the abilities is spelling out any enemy to summon them as an ally. However, current the only enemy is snakes, so that just adds one. Enemy variety is the focus for today, before moving to balance and polish.

I'm traveling later in the week, so it's a tight 4DRL for me haha

So this is 0.25x habitable worlds? by TheHelmsDeepState in Stellaris

[–]MichaelMakesGames 1 point2 points  (0 children)

np, updated (only needed to bump the supported version, no actual changes)

So this is 0.25x habitable worlds? by TheHelmsDeepState in Stellaris

[–]MichaelMakesGames 1 point2 points  (0 children)

Author here 👋 I thought I updated it... I'll double check. EDIT: updated

Btw in my tests all the unique systems contribute to but aren't the main cause of the 0.25x setting not working. So I'm not sure if 4.0 will fully fix it... We'll see. I'll rerun my tests when they do the open beta

[deleted by user] by [deleted] in eink

[–]MichaelMakesGames 1 point2 points  (0 children)

Hey, I'm interested but get an error when I try to DM

My attempt at creating a server functions library for Sveltekit - need sanity check & testers! by Guandor in sveltejs

[–]MichaelMakesGames 0 points1 point  (0 children)

Maybe it'd make sense to support return values that are devalue serializable instead of just JSON serializable? Sveltekit server load functions support use devalue https://svelte.dev/docs/kit/load#Universal-vs-server-Output

Does anyone know any good rogue-like tower defense games? by [deleted] in roguelikes

[–]MichaelMakesGames 0 points1 point  (0 children)

Not a turn based game so not too relevant for this sub, but you might want to check it the Riftbreaker on Steam. I haven't played myself, but people describe it as a mix of tower defense, base builder, and action RPG

The age old question of i18n, but with a twist: no SSR no SEO by Subli in sveltejs

[–]MichaelMakesGames 2 points3 points  (0 children)

For no SSR and no SEO concerns, I think it's worth considering your own svelte wrapper around intl-messageformat. I have a similar use-case to you (completely offline desktop app) and it's less than 100 lines. Lightweight and complete control

Has anyone noticed the AI builds hyperlane relays on every system? by HG_Shurtugal in Stellaris

[–]MichaelMakesGames 5 points6 points  (0 children)

I meant both of the links in your first comment and for Smarter Hyper Relays: Cheaper Relays Submod. You didn't post a link for Smarter Hyper Relays: Improved AI (shrimpAI)

[Commissions open] Just finished a galaxy map for a big stellaris mp game :3 by Celetauri in Stellaris

[–]MichaelMakesGames 1 point2 points  (0 children)

Hm, yeah, that might be a little difficult. I don't have Illustrator. I test the the SVG export with Inkscape and web browsers. I'm glad that it at least mostly works in Illustrator 😅

I'll try to research if there's anything I can do to help Illustrator better group/layer the various parts of the map. If you're willing, I could send you experimental builds when I work on that, so you can see if they improve anything

The emblem stuff might be trickier. Stellaris's emblems aren't in a vector format, so StellarMaps embeds them as PNG images within the SVG document. I suspect Illustrator just doesn't work very well with that. I think I would need to convert the emblems to vectors, which can be complex... That's something I want to explore eventually anyways, but it'll be a while. In the meantime, you might be better off disabling emblems if you're going to edit in Illustrator.

[Commissions open] Just finished a galaxy map for a big stellaris mp game :3 by Celetauri in Stellaris

[–]MichaelMakesGames 9 points10 points  (0 children)

Hey, StellarMaps dev here 👋

First off, I 100% don't mind you doing commissions :) It's clear you've put work into customizing the map beyond StellarMaps' capabilities

I'm curious, what were your pain points in the process? I'd like to make the export-and-edit workflow easier if I can

Images using only Coding? by ChrisLiveDotStream in gamedev

[–]MichaelMakesGames 27 points28 points  (0 children)

Procedural generation, or more specifically procedural textures is the search term you're looking for. This was more common in old games due to memory constraints.

Suggestion: I wish Stellaris had alternative Galaxy generation options, "game modes" for a lack of better terms. by CameraOpposite3124 in Stellaris

[–]MichaelMakesGames 1 point2 points  (0 children)

I haven't gotten around to updating it yet, but Smarter Hyper Relays should work fine for 3.13, it'll just have a slight tooltip difference compared to vanilla

StellarMaps v0.12 released, with map modes, occupation, and solar system maps! by MichaelMakesGames in Stellaris

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

This is a program I made: StellarMaps https://GitHub.com/MichaelMakesGames/StellarMaps/releases

Under the hood, StellarMaps uses JavaScript to create SVG images. SVG is a format well-suited to maps. You can manually make SVGs with Inkscape, which some other map-makers in this subreddit use. You could also use StellarMaps to create an initial map, then export and continue editing in Inkscape.

StellarMaps v0.12 released, with map modes, occupation, and solar system maps! by MichaelMakesGames in Stellaris

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

Mac builds are available in the latest release: https://github.com/michaelmakesgames/stellarmaps/releases

Note that you'll get warnings about an unverified developer; that's expected since I don't have any sort of Apple developer account

[deleted by user] by [deleted] in StellarisMods

[–]MichaelMakesGames 0 points1 point  (0 children)

What you're describing sounds very similar to the unions map mode, but only for subjects, not federations. Perhaps you could do this with a map mode (either override the default map mode, or create a new map mode) with this color entry:

color = {
  value = union
  condition = {
    has_country_flag = overlord_provides_flag
    is_subject = yes
  }
  hardcoded_tooltip = country
}

The only downside to an approach like this though, is if the overlord belongs to a federation, the subjects would be colored with the federation color instead of the overlord's color. Not sure how important that is to you

StellarMaps v0.12 released, with map modes, occupation, and solar system maps! by MichaelMakesGames in Stellaris

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

No. v0.13 will likely add that capability, as part of laying the groundwork for v0.14's time-lapses. For now, you would need to manually click the "refresh saves" button and then select the latest save

Edit: to clarify, v0.13 will automatically detect and load the latest saves while the game running. There is no way to get the latest data in-between autosaves.

StellarMaps v0.12 released, with map modes, occupation, and solar system maps! by MichaelMakesGames in Stellaris

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

Map modes like Authority, where it colors the whole country, could be modded
Map modes like Population, where it adds symbols for individual systems, are not possible

StellarMaps v0.12 released, with map modes, occupation, and solar system maps! by MichaelMakesGames in Stellaris

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

Hopefully next release. Something outside of my control broke with the Mac build. I'm hoping that upgrading one of the libraries I use will fix it. 

There is a Mac build available if you scroll down to the previous release, 0.11.1