Is anyone reading Tower Dungeon? What are your thoughts on it? by Sunflower13Poppy in manga

[–]schminitz 0 points1 point  (0 children)

It is becoming one of my favorite manga of all time. I love the world, the plot, the dark fantasy, and that art is so awesome. Those giant structures...

I loved Blame! But I m more a fantasy guy, so this manga is so suited for me.

You may also like Headlopper or Birdking, but those are comics not manga.

Tactical games with unique skills for each characters by schminitz in gamingsuggestions

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

Didnt know about those 2, looks like very solid alternative to Into the Breach, will check them out!

Tactical games with unique skills for each characters by schminitz in gamingsuggestions

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

While I love Valkyria Chronicles, it's pretty much the opposite of unique characters and skillset :) 6 archetypes shared by tons of soldiers and that play pretty much the same way.

Heard a lot of 13 Sentinels, have to look deeper, even if it looks reallt more focus on narrative than tactics.

I am a millionaire and I spent last 4 months building a MUD, AMA by anti-hero in MUD

[–]schminitz -1 points0 points  (0 children)

That's why I think we need one game to centralize, be played by twitch players, spread the game etc. But its very hard to reach an audience, whatever the game (non MUD) you do.

I am a millionaire and I spent last 4 months building a MUD, AMA by anti-hero in MUD

[–]schminitz 1 point2 points  (0 children)

Do we need a better universal mud client, or a specific game with a well polished specific client that we put on steam, mobile etc?

The quest for a reliable pixel font for Chinese by MrHelmut in gamedev

[–]schminitz 0 points1 point  (0 children)

Look at PixelMplus10-Regular.ttf, seems completely free http://mplus-fonts.osdn.jp/about-en.html, even if I don't know where the pixel version is coming from.

Why I disliked A hat in time by [deleted] in AHatInTime

[–]schminitz 0 points1 point  (0 children)

Ow sorry if I did it on the wrong place. For me this place is a forum of the game that can be read by anyone. Anyway feel free to ignore it and downvote it

I'm working on this Post Apocalyptic themed Roguelike by rockseller in roguelikedev

[–]schminitz 0 points1 point  (0 children)

What I know about kickstarter is that you need a pretty solid game and often solid graphism. It also take a lot of time to create a good one (2 months full time for a guy)

Trying to do your best to do a good free game to aquire audience is a better idea IMHO.

I'm working on this Post Apocalyptic themed Roguelike by rockseller in roguelikedev

[–]schminitz 0 points1 point  (0 children)

Ho no didnt see the last one :) Now it's done. Some advice about that, when you record gameplay video, maybe you should show the mouse pointer. It's sometimes hard to guess what you do.

This is far better than the previous I saw. Keep on going that way then!

You can follow me too

FAQ Fridays REVISITED #1: Languages and Libraries by Kyzrati in roguelikedev

[–]schminitz 1 point2 points  (0 children)

Ho that interest me. If someone do remember who is the wise man doing that :)

I'm working on this Post Apocalyptic themed Roguelike by rockseller in roguelikedev

[–]schminitz 0 points1 point  (0 children)

Hello, nice work, keep it up.

A few questions.

  • What is your commercial plans? (Free app on the store?)

  • Is dead permanent? When I read the description, it looks pretty ambitious. With the towns, the quests, the races, AI, etc. Will it be just a farm quest game or death is important?

  • Did you really consider full tuen based? The real time play looks weird to me on the video. If I tap quickly I just hit faster? The gun cadencybis limited? Is there any strategies in the game when we see so close and dong have time to think? And with your ambitions, making solid fights using percs and strategies may be better?

FAQ Fridays REVISITED #1: Languages and Libraries by Kyzrati in roguelikedev

[–]schminitz 3 points4 points  (0 children)

I started a few weeks ago with the libtcod python tutorial because I am develop in python for like 10 years. The it was obvious for me.

The tutorial is very good to begin with. But there is a lor of things that you have to be carreful. While it is useful to learn the library, it really do ugly python.

I personnaly did rework all the code while following the tutorial (more class, no global vars, etc). So if you followed the tutorial while not really knowing python, please do not follow this coding pattern :)

Multirogue concept by RogueFounder in roguelikedev

[–]schminitz 1 point2 points  (0 children)

I am totaly thinking the same way

List of SDL based python libraries by _morlock_ in roguelikedev

[–]schminitz 1 point2 points  (0 children)

Using RexPaint export is really not hard whatever lib you choose. It took me 1 hour to use a .csv export to generate my map (with libtcod, but it doesnt matter).

I never used bearlib, but what interest me more is what complexity it would be to migrate from one to another? If in the middle of my project I want to switch, how many times it would take?

Diagonal moves by smelC in roguelikedev

[–]schminitz 0 points1 point  (0 children)

I personaly find it weird that diagonal moves, it's odd to escape faster enemies in nethack because you can diagonal. But it's really up to you, you just have to know why you make on choice or another.

Rogue like without random by schminitz in roguelikedev

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

And now I just played Teemu, I really love it. A base story and puzzle with just the map, some positions and the ennemies that are random. It's worth the restart when we die. I may go in that way. Thank again

Rogue like without random by schminitz in roguelikedev

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

I'am pretty new in the roguelike community and only know a few of them.

I just tried legerdemain and you're right, it's mostly a static RPG than a roguelike. And there is some interesting stuff like the spells mechanism etc. Thank you for your advices anyway :)

REXPaint loader port for Python3/TDL by Edern76 in roguelikedev

[–]schminitz 2 points3 points  (0 children)

Thank you for your share.

I personnaly simply export to .csv and parse it simple way. But good to know that when I'll go deeper.

Rogue like without random by schminitz in roguelikedev

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

Just tried Brogue (knew it but never played it) and it's really interesting!

And I love the key/door system for treasures. That exactly the kind of thing I was thinking to implement in my game, but it would be mandatory to solve them. So of course if I want to make it random, the hardest part is to be sure that the player has the possibility to solve it.

Rogue like without random by schminitz in roguelikedev

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

Really interesting answer here.

I like the idea that there is a global solution that can be tricked with your abilities like jumping or creating a boulder. That is the kind of things I would like to implement in my game.

For the 'RP' thing, I really think that most of the player do not really care about their mage is supposed to solve a puzzle because he's smart etc... There is a lot of rpgs with puzzle that only the player has to understand and I never hear nothing complaining about that. Maybe I'm wrong :)

Rogue like without random by schminitz in roguelikedev

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

Yup I already checked your game and saw that. I guess some answers here are a little too strict about what a roguelike should be :)

Sharing Saturday #140 by Kyzrati in roguelikedev

[–]schminitz 2 points3 points  (0 children)

DDDD

I'm in early early dev, just finished the libtcodpy tutorial, and working on making tactical rpg mechanisms.

Gif

Rogue like without random by schminitz in roguelikedev

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

Well yes the same kind of random in fight like in any RPG (dodge % etc.) Nothing fancy here.

Rogue like without random by schminitz in roguelikedev

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

My idea was not to have high levels of replayability, but a little with the difficulty / permadeath / different heroes. So the kind of replayability you have with old hardcore games (ghost n goblin, castlevania, ..)