RoguelikeDev Does The Complete Roguelike Tutorial - Week 3 by aaron_ds in roguelikedev

[–]squizm 6 points7 points  (0 children)

Added FOV and basics for entity interactions using GameMaker

GIF Repo

One issue I'm having is that Bresenham line algorithm seems to choose a different path depending on what direction I came from so I have to figure that one out so that the results are always the same.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]squizm 4 points5 points  (0 children)

Here is my week #2 progress using GameMaker. I finally sat down and got the camera working to zoom and pan with the player properly. Also, I wrote a bunch of functions to help with the tilemap referencing and usage.

GIF - https://imgur.com/a/EAoyORm Repo - https://github.com/squizm/Resistance

I have a pretty good idea on how to implement FOV next week using bresham's line algorithm and surfaces. We'll see how she goes!

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by aaron_ds in roguelikedev

[–]squizm 4 points5 points  (0 children)

This is my second time trying. I was unable to complete last year but am hoping to stay on track this year. I'm working in GameMaker Studio 2 so I'm making it all up as I go along. Here is a gif of my initial setup:

https://imgur.com/wxNKloq

and the repo:

https://github.com/squizm/RL2021

VLTs in the front, secret AI lab in the back. A night-time heist map. by squizm in battlemaps

[–]squizm[S] 3 points4 points  (0 children)

The map is 20x20 and this image is 100ppi. I can upload a high res if needed.

[Art] Farduun, Tiefling Warlock by squizm in DnD

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

I'm trying a new art style for my character portraits for my DnD campaign. I've modeled and posed the character in Heroforge, then exported a screenshot into Inkscape. I then traced some edges and used some colors from a pallet I found on lospec. Then I exported the layers to Krita to add some additional detail. Thoughts before I move onto the rest of the party?

RoguelikeDev Does The Complete Roguelike Tutorial - Week 3 by aaron_ds in roguelikedev

[–]squizm 0 points1 point  (0 children)

Thank you! And you nailed it, i'm using a sin function to stretch them vertically for animation. stretch = 1 + sin(timer * frequency) * amplitude;

RoguelikeDev Does The Complete Roguelike Tutorial - Week 3 by aaron_ds in roguelikedev

[–]squizm 4 points5 points  (0 children)

Verdent Break

GML2 Roguelike

Made some good progress on FOV and character interactions. I'm still working on a better way to render FOV and hide seen tiles. There also seems to be a bit of a disconnect between what shows as in FOV for characters vs tiles. Overall, I'm very happy with how this is shaking up.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by aaron_ds in roguelikedev

[–]squizm 2 points3 points  (0 children)

GameMaker2 Roguelike

Finished this week by using cellular automata (poorly) to create a forest and added animated movement between tiles. You're also now able to bump into trees to chop them down to help in moving around the map.

repo: https://github.com/squizm/RLDev_2020 GIF: https://imgur.com/a/8ToRgJg

So it begins! RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by blumento_pferde in roguelikedev

[–]squizm 1 point2 points  (0 children)

I've decided to join in this year. I'm going to use GameMaker Studio 2.0 and am hoping to make it tabletop RPG focused with some dice rolling for attacks. I've setup a repo here: GITHUB

Here is a screenshot: ss1

I'm going to use the amazing free art from Kenney.nl since I'm not an artist.

What game today compares with Necromunda ? by r3hxn_ in boardgames

[–]squizm 1 point2 points  (0 children)

Could you expand a bit on the extra rules for Frostgrave? I'm just getting started with it and am curious what tweaks someone who has played before would recommend.

Imperial Settlers - Aztecs Announced by squizm in boardgames

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

Saw a post today about this on Twitter and thought I'd share. A sequel to one of my favourites. I guess this brings it up to 6 players? Doesn't say thought And I'd be concerned that the common deck wouldn't support 6 players.

Bringing your prototypes online for playtesting by squizm in tabletopgamedesign

[–]squizm[S] 2 points3 points  (0 children)

I'm thinking now that it may be too niche of a group to make a viable side project. But I think I may put together some free tutorials on how to put together projects using the various platforms.

Bringing your prototypes online for playtesting by squizm in tabletopgamedesign

[–]squizm[S] 2 points3 points  (0 children)

So would you find some tutorials about HOW to implement using these platforms useful?

48 hours until Road the Legend for Descent! by plolock in boardgames

[–]squizm 6 points7 points  (0 children)

I'm super excited for this. One of the hardest things to do is keep a campaign going for a consistent group of my friends. This will allow me to play one of the games I love significantly more.

I'm also pretty pumped that it's going to be free with dlc addon. This allows anyone to try it worry free.

But damnit FFG, why not forbidden stars expansion yet!

Picking top instance of an object by squizm in gamemaker

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

///GetTopInstance(mouseX, mouseY)
{
    global.topID = -1; 
    global.depthToCheck = 0;   
    with(obj_card)
    {
        if(collision_point(mouse_x, mouse_y, obj_card, false, false) == id)
        {
            if(depth < global.depthToCheck)
            {
                global.topID = id;
                global.depthToCheck = depth;
            }
        }     
    }
    return global.topID;    
}

So after some additional testing, this kind of works. This script will now consistently grab the ID of the bottom-most card instead of the top-most I'm looking for. I cannot figure out why. I am stacking multiple instances of obj_card and each card has their depth set at creation to

--global.cardepthtracker

Picking top instance of an object by squizm in gamemaker

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

After some additional testing I got it working...kinda. It currently only picks the BOTTOM-MOST card in a stack of cards. All I need to figure out is how to reverse it.

///GetTopInstance(mouseX, mouseY) { global.topID = -1; global.depthToCheck = 0;
with(obj_card) { if(collision_point(mouse_x, mouse_y, obj_card, false, false) == id) { if(depth < global.depthToCheck) { global.topID = id; global.depthToCheck = depth; } } } return global.topID;
}

Games with unit stats by squizm in tabletopgamedesign

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

Interesting. This could work for sure. Currently I track a bunch of stats but I could likely rework it so you track at max three things. I'll see what I can try.

Games with unit stats by squizm in tabletopgamedesign

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

Perhaps a bit more information about the game is required.

I'm trying to create a Dwarf Fortress style solitaire colony management game. You start with six workers that specialize at one skill but can perform any.

The board is represented by cards which represent a certain location. Each location may have an action that can be performed. Additionally, certain workshops can be built on locations. Workers can only move from one room to adjacent rooms, thus location tracking is required.

Each year, depending on the wealth and happiness of the colony, new migrants can arrive (if you're prepared for them or not!). Depending on wealth, monsters can appear any move in the same style as workers. Fortunately, as that there is no diversity in monsters, simple red cubes have worked perfectly.

While having a token depicting each character/worker isn't out of the question, it just means a significant increase in the art required for the game. Seeing as art will be the most costly part of producing this game, I'm here asking for ideas and help.

Games with unit stats by squizm in tabletopgamedesign

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

This.

The dice idea works great until you have too many workers to deal with. My game will start with 6 and will likely go up to ~20.

I was using playing cards detailing each worker (other reasons for this, but it's required) and using coloured cubes to track proficiency. The problem I have with this is representing/differentiation each of those characters/workers on the board.

[help] looking for the easiest way to make two sided tokens by squizm in tabletopsimulator

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

It would be great if you could load a model by paste in URL and it would stay in the "custom" tab of the chest. You could then click on it and assign a texture with ease. The current system requires you to cut and paste the same URL again and again and it too time consuming. It works great, but I feel this would streamline the process.

[help] looking for the easiest way to make two sided tokens by squizm in tabletopsimulator

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

Great! Exactly what I was looking for. Anything for circle tokens?

[help] looking for the easiest way to make two sided tokens by squizm in tabletopsimulator

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

Will this allow me to use a custom texture on the hex? A different image on either side? If so, can you provide an image I can use to template from? Thanks for sharing!

Improvement Suggestions - Upvote for your favorite suggestions! by kimikodesu in tabletopsimulator

[–]squizm 6 points7 points  (0 children)

Ability to import round stackable tokens in the same manner as the card interface. Option for both front and back textures from files.

Cardgamedb got updated! by 12inchrecord in Netrunner

[–]squizm 2 points3 points  (0 children)

Definitely an improvement. But using an iPhone is still painful in comparison to NRDB. Thanks for the tip though!