Just another day in geniusland for Muddymole :o
Posts by Del_Duio
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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I've noticed this before myself, usually (but not always) it has to do with whether or not I have active objects with lots of alpha channel stuff or way too many fastloops going on.
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Here, look:
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Specifically this bit-
In Steam, each piece of downloadable content is identified by its own app ID. Unlike the base game, the DLC uses the app ID as the depot ID.
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Couldn't you just change the AppID on another Steamworks object specifically targeting the DLC's AppID#?
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That's great! My enemy "A.I." I have to use quotations for so that'll give you a bit on how well it works haha
It's super simple on the main map- they just check to see where you are in relation to their X/Y position and move a tile accordingly (most of the time, which is by design in order to keep it a little fresh I guess). It's obviously super easy to fool and avoid a single monster however once you get a few of them in there plus the layout of the floor it can get tricky. If you are invisible it tweaks this a bit- it uses a percentage, so say if you equip a regular ring of invisibility that gives you 50% invis, and then before each monster goes to move it'll have the condition If random(100)+1 > invis_effect too. So having this ring on means half the time the enemy won't even move because it doesn't see you. The invis effect from a statue though is always 100, so they'll always stay put. The effect doesn't last long so it's not too OP.
The main tactics or whatever you want to call it comes from the 1 vs 1 fights of course. Each enemy has its own battle options that are loaded into a list object off screen and the game will randomly pull from that list each time its turn comes around. You can give them higher percentages of a regular attack simply by adding more "ATTACK" lines, it's so easy and works great. If an enemy has a "HEAL" option and it comes up it'll first check to see what it's current vs maximum HP is, so that if it doesn't need to heal it'll default to something else so the spell isn't wasted needlessly.
I like how you said the Spelunky method is quick and easy, yet almost nobody has been able to really duplicate it since or at least not very well. See that's the kind of stuff you'll be great at for sure.
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Yes, it's unmistakeably Equin, but seems like you've made a lot of subtle improvements (it's funny to think that you can now see as well in a dark cave as you could during daylight in the old version). It has quite an "epic" feel too, with all those different environments, instead of just endless dungeon levels like you get in many roguelikes.
That sounds like an unorthodox way of storing map data, but whatever works!
My roguelike will probably end up as vapourware, the same as all my other games - that's why I'm always so amazed and impressed that you're able to keep finishing one game after another!
The plan though, is basically a "Microgue" clone ( Please login to see this link. ) - so more of a puzzle-roguelite than a true roguelike - but expanded from a coffeebreak game to more of a lunchbreak game - with new monsters, traps, objects and environments. Aside from the procedural generation, it should be much simpler than your games in most respects (hopefully).You do yourself a disservice with all the stuff you know how to accomplish with code. I have no doubt it'll be awesome.
Without looking at this link yet I hear the same kind of things about a game called Rift Wizard, in that it's more puzzle-like.Regardless though you have to let me know when you have something working so I can try it out, ok?
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Man, if an 8 year old can figure out Baba is You I'll eat my hat.
Some of those puzzles are impossible! -
Heads up if you use Ultimate Fullscreen and plan on releasing your game on Steam: It doesn't jive well with the Steam overlay and caused issues for me so I had to take it out.
You can also look into using the Window Resizer object (or whatever it's called, it's something like that though)- You can have it stretch to the exact proportions you want - i.e. 1366x768.
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Congrats! it honestly looks really cool, has that Gameboy color / advance aesthetic
Oh yeah, this is by design. I love those old games and probably always will.
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Congratulations on getting another game finished and released! I hope the launch went well
I never get bored of roguelikes (been playing a bit of "Labyrinth of Legendary Loot" recently, and just started on my own roguelike).Thanks, MM! This one looks to improve upon things the first one had some issues with (biggest quite literally being a 'bigger' playfield). As you know it uses your method of displaying tiles which was super important to both games. Another big change this time around is that it's not reliant on outside files to generate levels anymore- it's all done using active objects and sorting through through every pixel's color and assigning the values to the array itself.
RE Launch: Looks like I'll get some free utilities out of it in a month or so, so victory achieved!
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I want to see your own roguelike, that's gonna be killer I'm sure.
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And it is now out!
Thanks everyone and to Clickteam for your awesome product that let me make this!
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Conditions means it would need to compare values on every single instance of the loop, while setting loopindex would skip this entirely. So it would be effectively doing more work.
Here's a simple example, although the performance difference might not be much on a small loop called once, it will stack up with other events and can become a problem later on.
So setting the loopindex is a better approach.Please login to see this picture.
Thanks a lot! I did something like this and it appears to work perfectly.
What I’m trying to accomplish is boost the performance of my roguelike by reducing the amount of map tiles it has to check in order to move monsters around. It went from checking a 32 x 32 grid to a (player Y-5, player X-5) to (player Y+5, player X+5) section and it’s speeding things up a bunch. -
Hi!
Stupid question I'm sure but I know fastloops start from 1 and go to whatever you specific (ex run loop 32 times).
My question is can you have it start from a number other than 1? Like in the old days if I wanted a loop to run from 5 to 15 I could just write For X = 5 to 15.
I don't want to make all the conditions (fastloop index +5) because I'd have to change a lot, so was hoping I could just change the numbers in that initial fastloop instead.
Thank you for your help!
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I can say that going from D9 to D11 has been a monumental performance boost. Shader compatibility was the biggest issue I ran into, but I saw an out-of-the-box performance boost without any other adjustments.
That sounds good enough to me to take another look at it, thanks PD!
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I'm going to bump this thread, as I too was wondering if getting the DLC for 2.5 would be worth it for my current project to update it to 3D11.
I'm not using shaders at all but for example I do notice some slight slowdown when lots of actives with alpha channels are in play. I was hoping the "easy" solution would be to go from d9 to d11.
Any help would be nice!
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Equin 2's demo is now available for download off Steam!
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This allows for you to play as the Warrior through the first two areas. Otherwise there are no other restrictions.
Thanks!
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I'm not sure how to do that with what I have.
I just want the one line and right now it has:
FindStringExact(listbox, "nutmeg", 0) <> -1
+FindStringExact(listbox, "nutmeg", 0) <> -1-> (make the potion)
But the thing is this will create the potion if I only have 1 nutmeg in my pack.
If there's a way to see how many stances of an exact string exist in a listbox (in a single conditional event) though please tell me, that'd be awesome!Ok I was able to do this by running a fastloop at the top of the events and tallying the nutmeg lines of the listbox into a global variable. So I'm just checking if nutmeg >= 2 and it worked.
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Have you tried setting up a condition for that recipe that requires > 1 nutmeg?
I'm not sure how to do that with what I have.
I just want the one line and right now it has:
FindStringExact(listbox, "nutmeg", 0) <> -1
+FindStringExact(listbox, "nutmeg", 0) <> -1-> (make the potion)
But the thing is this will create the potion if I only have 1 nutmeg in my pack.
If there's a way to see how many stances of an exact string exist in a listbox (in a single conditional event) though please tell me, that'd be awesome! -