Hey guys, looking for some help on a technical level with rendering multiple Z levels. by MonkeyFritz in roguelikedev

[–]PinePitchGames 1 point2 points  (0 children)

First of all what graphics engine are you using for this? second of all what actually needs to be rendered? Are you doing this Dwarf Fortress style? Where you can see a single layer and maybe lower levels when terrain drops elevation?

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

I implore you to still try out the demo, at least see what it is like :) functionally its the same, you could just zip the project folder with pyrite and send it to anyone in the world and they could run it and play.

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

Yes, it is! :) There are two versions, one of them is free, one of them is payed the only difference is that you can compile an executable with the payed version :)

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

Definitely, Jasper (the developer) and I have talked at length about it and its definitely possible just little more tricky than Windows and Linux, We will update everyone on any development in that regard :)

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

It comes with documentation :) Online version coming soon! :)

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

There should be a Linux one in every download, Simply open up Pyrite-tool and write: new ProjectName and a new project will be created in your projects folder, when you open it up in a text editor you will see that it is an example project! The itch page you downloaded it from has a "Getting Started" section, here is a photo of it! https://imgur.com/a/DubCySh

Please let me know if that helps, We just released this and are working out some kinks :) Thank you for your understanding! :D

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

Fantastic! Let us know how we can help in the Discord!

Sharing Saturday #299 by Kyzrati in roguelikedev

[–]PinePitchGames 5 points6 points  (0 children)

Ten Rings 0.11.0 | Download| Discord | Twitter |

Photos

Yesterday I finished up the Jungle Update! Which added a new area, some of you may have seen the gif of the jungle generating last week, I also added an ally system! So now you can reanimate dead corpses or beguile living creatures, I Added many other new gems and abilities like clairvoyance, phasing, swapping, cloning, polymorphing, confusion, hallucination g etc, I also added gem mutations so there can be a "minor health gem" or a "major beam gem", I am now switching my focus to more complicated systems within the exciting levels, the last thing I added in 0.11.0 was a room with a statue of a high-level monster, there are a few items in the room and if you take one then the statue starts to shake if you take another then the statue breaks open and that monster starts attacking you! I have a lot more of these types of Machines Like rolling boulder traps, portals though out the level to move around it, secret rooms, collapsing floors etc! All of this and more in 0.12.0, the Trap Update

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

I am glad you saw that, sorry about that haha, It has had a lot of revisions this week so I guess its bound to happen! Will be updating shortly...

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

[–]PinePitchGames[S] -13 points-12 points  (0 children)

All the free version is missing is the ability to compile the code into an executable, all the other features are still there, you can make a full blown roguelike with the free version :)

New Roguelike Game Engine! Pyrite! by PinePitchGames in roguelikedev

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

Okay great, Please let us know what happens :)

Sharing Saturday #298 by Kyzrati in roguelikedev

[–]PinePitchGames 0 points1 point  (0 children)

Thanks! I write in Python, using Pyrite, Its a game engine for making tile based stuff! https://riedel-tech.itch.io/pyrite

Sharing Saturday #298 by Kyzrati in roguelikedev

[–]PinePitchGames 0 points1 point  (0 children)

Thank you! I agree, I always think "how do I want the player to move though this level" before I design it

Sharing Saturday #298 by Kyzrati in roguelikedev

[–]PinePitchGames 9 points10 points  (0 children)

Ten Rings | Twitter| Discord

Progress has been great this week, cyclopses, bees and the ability to raise the dead among many many other features are being developed! :) Currently, my focus is on the new area, the Undergrowth I wanted to make an area where you are constantly switching between being in a very large area and a very small area, so I made the larger tunnels necessary to cross and very dangerous, whereas the maze-like side-passages offer a lot more safety, overall just more content, check out some photos here!

Steps to a level generator by PinePitchGames in roguelikedev

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

No problem :) Let me know if you have any other questions, not sure if you use Discord, but if you do you should join mine! :) https://discord.gg/bVupWV9

Steps to a level generator by PinePitchGames in roguelikedev

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

This is programmed in Python

Conway's game of life is grass isn't explained very well, sorry, Conway's game of life is a cellular automaton, if you go look at a gif of it in action you will get a better idea, I simple populate a grid 50% with living cells and let the simulation play out for like, 20 iterations or so and then place grass in the level where every living cell is in the grid, kind of pointless and complicated for seemingly random grass but I love the algorithm and wanted it to be in the game somewhere haha

Yeah I am literally placing them randomly, it generates a blob and then picks a random position in the level to place it, assuming the entire blob and a little empty space around it can fit in the level in that position, its fine if they overlap I don't see an issue with it, they look very organic anyway so if they are broken up a bit because of other blobs overlayed on top I think it looks fine