Finally, the bum news, I have disabled the key posted above. The reason being that I have signed a publishing agreement with Flying Interactive. They are the ones helping get the game on Steam, and I don't think it'd be fair to them to have a key for free copies of the game floating around on a public forum. Nobody's looking to make it rich on Instant Dungeon! and if it was just taking sales/money from myself, I would be fine just leaving the link active forever, but I don't think it'd fair to the folks at Flying Interactive who are working hard to promote the game to be undermining those efforts in anyway.
That said, I am still dedicated to saying thanks for the OGA community for all their help with the game, so if anyone from OGA wants to contact me privately at scott.matt@gmail.com, I'll be more than happy to oblige you with a key for a free copy of the game.
ps
Just to be clear, no one at Flying Interactive asked me to disable this key and, in fact, the partnership agreement we signed specifically leaves me the right to distribute the game however I want. It's just my own internal sense of conscious that has me doing this.
Tuesday, June 10, 2014 - 15:08
@William.Thompsonj
Some more 'feedback', ok I'll be honest, some more nitpicking ;)
The movement does feel much better to me now, only bummer now is that the animation looks very unnatural when moving on the diagonal.
Click to move works real well, I prefer direct control but in case you needed a 2nd opinion on it, your implementation seems solid to me.
Ok, the nitpicks:
Character's collision box for player vs tile map collisions should be smaller and centered around his/her feet, such that you player's head and body are allowed to overlap with walls/etc. when approaching them from below. I do get this effect if I walk along the forest at the top of the town map, but not when walking next to the buildings/walls elsewhere.
Another reason to make the col box a little tighter is so that the player doesn't get stuck on corners as much or have to work quite so hard to line up the character when entering a 1 tile pathway (such as doors, bridge, etc.). Two alternate solutions would be not to use 1 tile wide/high paths (always make sure paths are at least 2 units wide/high) or to use the fancy path finding to help nudge the player into a path if they start pushing up against the corner of one.
Conversly, the player's col box should probably extend slightly lower so that the graphic for his shadow does not go over the edges as much.
Player should collide with the individual trees. Maybe that's just my preference but it feels odd to see the player walk over top of them.
X and y motion should be around .7 of their normal value when moving diagonally. This keeps the player's velocity constant, as opposed to moving faster when going diagonally.
bug? I can's seem to enter the house with the red carpet.
I think the forest tiles are a little off, seems like player is only stopped by the center/fill tile and not by any of the border tiles, except along the top border. Result is the player can walk over the forest trees along the left/right/bottom edges (as stated this actually looks fine for bottom), but can't get close to the top edges (moving down toward the forest). You probably want to re-work the tiles a little so the edge tiles fill a whole unit. Either that or let the player partially (but only partially) enter the edge tiles.
Ok, well let me know if this feedback is helpful. I know these are all just nitpicks, and you said this was a quick prototype, so maybe you know all this stuff is rough and were planning to tidy it up later, but since it is a 'walking around' demo, I thought I'd provide you feedback on the walking around. :)
@Sharm
any hope for diagonal sprites?
Thursday, May 29, 2014 - 16:49
Some quick feedback on the demo if you care for it:
looks awesome! You are definitely right about Sharm's tileset demanding to be used!
Player handles a little funny, seems to have a bit of momentum to him which feels off to me for some reason.
might want to add a little dead-zone to the scrolling, so the whole image doesn't shift if you turn around quickly.
layout of dungeon in house is backwards. On the world map the house is on the left and the outdoor entrance is on the right, but inside the cave the two exits are arranged right to left.
Love the corpse in the jail cell, instantly curious about his/her fate!
Sunday, May 25, 2014 - 13:09
that part of the code is obscured, but if I had to guess your getting 1 render call per map tile.
Depending on the map size and number layers that can add up very quickly.
Not a big issue if using a classic 2D blitting API, but if using a modern 3D api, probably would want to use some manner of batching to cut the number of render calls down.
a dream where pacman and gauntlet were having a baby? :)
psm (vita) version is under review by sony, looking like late june release if everything comes together right.
I can say it looks and plays great on vita, so i am super excited to get that release out there. Although, very pleased with the response to the PC version so far. Game was concieved as something fun to play on the go, so wasn't sure if folks would enjoy playing it on a PC, where the expectation is maybe for a deeper experience, but glad to see I was wrong.
This sheet is awesome! Starting a new project using these, will let you know how it goes. Thanks for sharing! Also thanks for waiving the DRM restriction!
I would recommend starting with a high level tool like RPG Maker, Tululoo, or Game Maker. Try making something simple using assets from OGA. If you find you enjoy it, then you can delve deeper. If you find it's more work than it's worth, then stop, it doesn't get any easier from there ;)
Wednesday, May 7, 2014 - 08:38
> What all did you use to make the game, though? That should be what you start with.
oh yeah, guess you're right. sorry about that. I actually wrote one long article, which did start with a short blurb on this, and actually has a section on writing a cross platform engine as well as using some C# language features to setup a data pipeline for the game. Unfortunately, after writing the thing, I realized the formatting on indiedb.com was not really good enough for such a long piece, so decided to break it up into chunks, and I chose to start with the sizzle sections first.
> I would guess it was created using either XNA or a C#
yeah that's right, C# with SDL Dot Net and OpenTK (OpenGL bindings) for the PC version. C# over PSM SDK for the PSM version. Choice of language mainly because that's what PSM uses, although i was not unhappy using C#, it's got some nice features...
> Also, that blog post is nice.
thanks! glad you liked it. I've learned so much from other dev's web sites over the years, it's nice to have a platform to return the favor.
> I especially like the part where you include a shader's code.
thanks, I was worried that might be getting too technical, but then I know from experience that it helps to see the actual code to make sense of an algorythm.
> Did you find any libraries or frameworks insanely useful?
Other than SDL Dot Net, it was all me. SDL Dot Net was great, although getting it to interoperate with OpenTK was a little awkward. The main feature I found useful was C#'s built in reflection. Will post a part about using that to setup my data pipeline later.
All, some good news and bad news.
First, if you missed it the art pack for this game was posted a few weeks back:
http://opengameart.org/content/instant-dungeon-art-pack
Also, have officially launched a Steam Greenlight campaign for the game, so if you like, you can vote for it at:
http://steamcommunity.com/sharedfiles/filedetails/?id=269915470
Finally, the bum news, I have disabled the key posted above. The reason being that I have signed a publishing agreement with Flying Interactive. They are the ones helping get the game on Steam, and I don't think it'd be fair to them to have a key for free copies of the game floating around on a public forum. Nobody's looking to make it rich on Instant Dungeon! and if it was just taking sales/money from myself, I would be fine just leaving the link active forever, but I don't think it'd fair to the folks at Flying Interactive who are working hard to promote the game to be undermining those efforts in anyway.
That said, I am still dedicated to saying thanks for the OGA community for all their help with the game, so if anyone from OGA wants to contact me privately at scott.matt@gmail.com, I'll be more than happy to oblige you with a key for a free copy of the game.
ps
Just to be clear, no one at Flying Interactive asked me to disable this key and, in fact, the partnership agreement we signed specifically leaves me the right to distribute the game however I want. It's just my own internal sense of conscious that has me doing this.
@William.Thompsonj
Some more 'feedback', ok I'll be honest, some more nitpicking ;)
The movement does feel much better to me now, only bummer now is that the animation looks very unnatural when moving on the diagonal.
Click to move works real well, I prefer direct control but in case you needed a 2nd opinion on it, your implementation seems solid to me.
Ok, the nitpicks:
Character's collision box for player vs tile map collisions should be smaller and centered around his/her feet, such that you player's head and body are allowed to overlap with walls/etc. when approaching them from below. I do get this effect if I walk along the forest at the top of the town map, but not when walking next to the buildings/walls elsewhere.
Another reason to make the col box a little tighter is so that the player doesn't get stuck on corners as much or have to work quite so hard to line up the character when entering a 1 tile pathway (such as doors, bridge, etc.). Two alternate solutions would be not to use 1 tile wide/high paths (always make sure paths are at least 2 units wide/high) or to use the fancy path finding to help nudge the player into a path if they start pushing up against the corner of one.
Conversly, the player's col box should probably extend slightly lower so that the graphic for his shadow does not go over the edges as much.
Player should collide with the individual trees. Maybe that's just my preference but it feels odd to see the player walk over top of them.
X and y motion should be around .7 of their normal value when moving diagonally. This keeps the player's velocity constant, as opposed to moving faster when going diagonally.
bug? I can's seem to enter the house with the red carpet.
I think the forest tiles are a little off, seems like player is only stopped by the center/fill tile and not by any of the border tiles, except along the top border. Result is the player can walk over the forest trees along the left/right/bottom edges (as stated this actually looks fine for bottom), but can't get close to the top edges (moving down toward the forest). You probably want to re-work the tiles a little so the edge tiles fill a whole unit. Either that or let the player partially (but only partially) enter the edge tiles.
Ok, well let me know if this feedback is helpful. I know these are all just nitpicks, and you said this was a quick prototype, so maybe you know all this stuff is rough and were planning to tidy it up later, but since it is a 'walking around' demo, I thought I'd provide you feedback on the walking around. :)
@Sharm
any hope for diagonal sprites?
Some quick feedback on the demo if you care for it:
looks awesome! You are definitely right about Sharm's tileset demanding to be used!
Player handles a little funny, seems to have a bit of momentum to him which feels off to me for some reason.
might want to add a little dead-zone to the scrolling, so the whole image doesn't shift if you turn around quickly.
layout of dungeon in house is backwards. On the world map the house is on the left and the outdoor entrance is on the right, but inside the cave the two exits are arranged right to left.
Love the corpse in the jail cell, instantly curious about his/her fate!
that part of the code is obscured, but if I had to guess your getting 1 render call per map tile.
Depending on the map size and number layers that can add up very quickly.
Not a big issue if using a classic 2D blitting API, but if using a modern 3D api, probably would want to use some manner of batching to cut the number of render calls down.
Was it in a dream?
a dream where pacman and gauntlet were having a baby? :)
psm (vita) version is under review by sony, looking like late june release if everything comes together right.
I can say it looks and plays great on vita, so i am super excited to get that release out there. Although, very pleased with the response to the PC version so far. Game was concieved as something fun to play on the go, so wasn't sure if folks would enjoy playing it on a PC, where the expectation is maybe for a deeper experience, but glad to see I was wrong.
oh, let me add a special thanks to Bart for adding the OGA-BY 3.0 license!
Next article is up for any that are interested:
http://www.indiedb.com/games/instant-dungeon/features/instant-dungeon-te...
Also, saw the OGA-BY 3.0 license went live so will post all the tiles and sprites ASAP.
This sheet is awesome! Starting a new project using these, will let you know how it goes.
Thanks for sharing! Also thanks for waiving the DRM restriction!
I would recommend starting with a high level tool like RPG Maker, Tululoo, or Game Maker. Try making something simple using assets from OGA. If you find you enjoy it, then you can delve deeper. If you find it's more work than it's worth, then stop, it doesn't get any easier from there ;)
> What all did you use to make the game, though? That should be what you start with.
oh yeah, guess you're right. sorry about that. I actually wrote one long article, which did start with a short blurb on this, and actually has a section on writing a cross platform engine as well as using some C# language features to setup a data pipeline for the game. Unfortunately, after writing the thing, I realized the formatting on indiedb.com was not really good enough for such a long piece, so decided to break it up into chunks, and I chose to start with the sizzle sections first.
> I would guess it was created using either XNA or a C#
yeah that's right, C# with SDL Dot Net and OpenTK (OpenGL bindings) for the PC version. C# over PSM SDK for the PSM version.
Choice of language mainly because that's what PSM uses, although i was not unhappy using C#, it's got some nice features...
> Also, that blog post is nice.
thanks! glad you liked it. I've learned so much from other dev's web sites over the years, it's nice to have a platform to return the favor.
> I especially like the part where you include a shader's code.
thanks, I was worried that might be getting too technical, but then I know from experience that it helps to see the actual code to make sense of an algorythm.
> Did you find any libraries or frameworks insanely useful?
Other than SDL Dot Net, it was all me. SDL Dot Net was great, although getting it to interoperate with OpenTK was a little awkward. The main feature I found useful was C#'s built in reflection. Will post a part about using that to setup my data pipeline later.
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