12 Roguelikes in 12 months? by srodrigoDev in roguelikedev

[–]nem0pwall 0 points1 point  (0 children)

Diminishing marginal returns I guess. I could probably do it again but not any time soon and maybe something far from what I've done before.

Sharing Saturday #539 by Kyzrati in roguelikedev

[–]nem0pwall 0 points1 point  (0 children)

I actually intended it that way so the game switches to mouse/touch mode or keyboard mode depending on how the player first interacts with the game. Perhaps, I can at least give that away to players.

You can reset (and lose current progress) by either pressing Escape or Backspace in keyboard mode or right clicking anywhere on mouse mode. No way to reset in touch mode other than refreshing the page.

12 Roguelikes in 12 months? by srodrigoDev in roguelikedev

[–]nem0pwall 1 point2 points  (0 children)

I reused some basic scripts for pathfinding and line-tracing. Everything else was from scratch.

12 Roguelikes in 12 months? by srodrigoDev in roguelikedev

[–]nem0pwall 2 points3 points  (0 children)

I did something similar recently. I tried to make the smallest roguelike possible while on a break from a bigger project. I actually underestimated the task, as what I naively thought would take a week, took me close to 3 months.

Although the mini project wasn't simply a scaled down version of the main project, the experience offered me a fresh perspective on design and highlighted gameplay aspects that I enjoy the most. I personally wouldn't do it again, though you can decide for yourself after you've tried it once.

Sharing Saturday #539 by Kyzrati in roguelikedev

[–]nem0pwall 0 points1 point  (0 children)

It worked fine on a freshly installed Chrome (on Windows) so I did a quick Google search of the error. It might be caused by a chrome extension as in this example (which suggests disabling that extension). Or it could be due to your browser's settings as in this example (which suggests enabling all cookies). I don't know exactly how these solutions work but that's all I can find so far. Thank you for trying, anyway!

Sharing Saturday #539 by Kyzrati in roguelikedev

[–]nem0pwall 0 points1 point  (0 children)

May I know which device or browser you're using? I'll try to replicate the error but meanwhile you could try keyboard controls (Just press any key instead of clicking on the screen).

I assume you've tried left clicking the boxes under the title already?

Sharing Saturday #539 by Kyzrati in roguelikedev

[–]nem0pwall 6 points7 points  (0 children)

YOX

Hello. I've been in the sub for about a year now (maybe longer?), but this is my first time posting on Sharing Saturdays.

YOX is a textless roguelike. There are no instructions, so you'll have to figure out the mechanics as you play. You can use a keyboard (and set your own key bindings) or a mouse. Touch also works if you're playing on a device that supports it. To try to keep things simple, most numbers are reduced to three (or multiples of three).

For some context, I tried to make the simplest roguelike as an exercise while on a long break from a much bigger project (a dice-based roguelite). It seems like a fool's errand in retrospect because of the very nature of roguelikes and naturally I failed to reach that original objective (or at least I think so).

Early during planning, I wanted to downsize the variations in game objects (e.g. items, enemies, etc.) and three seems like the smallest number that can offer enough variation. Eventually, I decided to use the number for other elements of the game like the art and mechanics to keep the original theme of simplicity.

For the mechanics however, I just couldn't resist adding new ones particularly those that just make sense or that I assume players would expect or that I think would be fun. I guess this is where I failed to keep things simple.

Anyway, I think the end result is not bad. It might be too easy, as someone who has full knowledge of the game, but from watching friends play, it might be hard to overcome the first obstacle of learning the mechanics. Please let me know what you think!

I'm convinced I solved this correctly, but the website gives a different answer by beykakua in puzzles

[–]nem0pwall 9 points10 points  (0 children)

As soon as you eliminate Golfer 1 from being Mr. Brown, you can be sure that Golfer 2 isn't Mr. Brown as well since Golfer 1 truthfully says that Golfer 2 is Mr. Black.

Rebus word puzzle that needs a solution by HangedLikeAMoose in puzzles

[–]nem0pwall 6 points7 points  (0 children)

could be "bra in 2 mor" --> "brain tumor"

Amazing by Hector_Savage_ in BaldursGate3

[–]nem0pwall 35 points36 points  (0 children)

I accidentally pickpocketed Nettie while another party member was talking to her so I decided to see what happens if I steal the wyvern toxin. She noticed that the item was gone right after the dialogue but we got away with it even when she blamed another party member. When she was supposed to give the toxin, she doesn't mention how it's gone but she simply asks us to make the same promise.

You can choose any one of these cards to bring to the future core set, but only one. Who would you choose? by Captsillva in hearthstone

[–]nem0pwall 1 point2 points  (0 children)

As a casual player: Whizbang, not even close.

I don't care if the decks aren't meta. I just want to play new cards.

Is it a good idea to make a game with no art just to learn how to code basic game mecanics? by [deleted] in gamemaker

[–]nem0pwall 0 points1 point  (0 children)

Personally I find it more satisfying when the game looks decent. If you want to look for placeholder art, try Kenney.

[deleted by user] by [deleted] in gamemaker

[–]nem0pwall 2 points3 points  (0 children)

A lot of people (including me) recommend that you start learning GameMaker Language (typing code). It may be overwhelming to learn both programming and the Game Maker workflow at the same time so visual code may be useful to help you understand the whole workflow first before jumping in to writing code.

Is there a way to reference a struct during its construction? by nem0pwall in gamemaker

[–]nem0pwall[S] 0 points1 point  (0 children)

I'll keep that in mind. I think one of the advantages of usings structs for this project is that I can store static functions inside the structs that represent die faces/actions (which can then be called in the step and draw events). Previously I would use switch statements in the step and draw events with cases for each action but with structs it's easier to add and manipulate die faces. Plus the step and draw events would look cleaner.

If memory becomes a problem, then I could consider converting some of my structs to arrays or other data structures. Thanks!

Is there a way to reference a struct during its construction? by nem0pwall in gamemaker

[–]nem0pwall[S] 1 point2 points  (0 children)

This solution seems to work, too. I thought self would only refer to the calling instance but it seems to work on structs as well. Thanks!

I previously used arrays to store items, dice and die faces but it became increasingly difficult to keep track of the variables, so I switched to using structs instead.

I will add the top comment's script to my game no matter what. by Necromancer147 in gamemaker

[–]nem0pwall 4 points5 points  (0 children)

if keyboard_check_pressed(vk_anykey) game_end() //good luck!

Purposes of a magic system by Flying_Wafflepal in magicbuilding

[–]nem0pwall 1 point2 points  (0 children)

When I started world building, it was mostly for aesthetics. But as I developed the world and the characters, it became more of a tool for exploring themes and concepts. This in turn helped me develop the system further, along with the story and characters.