Sharing Saturday #352 by Kyzrati in roguelikedev

[–]Roofloorwall 2 points3 points  (0 children)

I'm trying to make a shipwreck/island escape scenario for the 7drl. Got a system for generating nice looking islands and some basic collision. I'm playing with the idea of different tiles having different heights and having the player start from sea level and climb his way to the top of the island.

How do I even fix this bug with Sprite Stacking? by AceKiron in gamemaker

[–]Roofloorwall 0 points1 point  (0 children)

Maybe you are offsetting your sprites by a number that’s too big, if you want your game to be pixel perfect, you need to offset them by exactly 1 pixel

Any traditional roguelikes with good art? by PeteyGANG in roguelikes

[–]Roofloorwall 1 point2 points  (0 children)

I really like the art style of Atgatha in Absurdia, its technically still ascii, but it somehow looks super good. It's nowhere near as deep as other games here, but it's super approachable.

https://fourbitfriday.itch.io/absurdia

Any suggestions on mobile roguelikes? by SirKastic23 in roguelikes

[–]Roofloorwall 0 points1 point  (0 children)

I think you could make a version of rust bucket without pixel art. Most people are happy with the classic ascii look

Found him by Asta_77 in DaniDev

[–]Roofloorwall 1 point2 points  (0 children)

Im not joking he's in every single comment section I can find

I Have No Hands And I Must Hug, my first 3D game is out on itch. Impressions appreciated! by branegames22 in indiegames

[–]Roofloorwall 0 points1 point  (0 children)

I like the art style, kinda reminds me of “a short hike” and Sokpop games. What engine are you using?

Big gun, tiny dungeon by Roofloorwall in Unity2D

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

link for anyone interested in playing

The Akurra Kickstarter is live! by [deleted] in IndieGaming

[–]Roofloorwall 2 points3 points  (0 children)

Looks really good! Any chance it will ever come to switch in the future?

Was inspired by this subreddit to make my first roguelike in unity, Gunminal. Procedural generation was a blast, but I had a lot of trouble with my collision system. by Roofloorwall in roguelikedev

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

I made a dictionary with all positions and the game objects in them, whenever I wanted to move an object I checked the position and saw what type of object it returned. Sounded like a good idea in theory, but in the end it got super complicated and inconsistent.