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Thursday, August 2, 2012 - 18:12

Wronnnnng comment thread.  I have it open to remind myself to download it when I leave the firewall and can access dropbox...

Thursday, August 2, 2012 - 18:08

Hmm.  It's crashing when I try to sleep...  Ubuntu 12.04.

Thursday, August 2, 2012 - 18:01

This is great, I love it!  I wish my daughter was old enough to play it - alas, she probably has at least three more years to go.  This is great training to get people to do math inside their heads.

Thursday, August 2, 2012 - 17:13

Hmmm.  I ran ./MurderousManor, and the solution caught my eye as the pre-game scrolled past!  Would it be possible to make it so that the game runs with the pre-game suppressed, but can be run with a flag (preferably and traditionally -v) to go into verbose mode, if you WANT to see the pre-game?  Yes, a solution is to just make sure to minimize the terminal first...  but it might be a nice touch.

I like the game a lot, and the controls are pretty smooth!  I did get stuck going "up" after checking out a vase once, and I confirmed it wasn't my keyboard.  Not sure why or if I could even reproduce it.

Thursday, August 2, 2012 - 13:39

Up and running!  Allegro was the trickiest part - they forgot a couple of dependencies like gtk+-2.0.  Playing later today.

Thursday, August 2, 2012 - 12:50

Now we just need the cloth map and maybe a controller decal!

Thursday, August 2, 2012 - 11:30

Thanks, Marcel!

Thursday, August 2, 2012 - 11:28

If you have Tiled, McMic, you can open up the .tmx and then "Export as image" (that's what I did).  But hey, look!  I also grayscaled it in GIMP for better printin'

(I haven't played the game yet, this is just the .tmx file that looked most accurate when I cloned the git repo)

Thursday, August 2, 2012 - 07:28

Ha, I look forward to bringing old-fashioned pen and paper into it!  I still have fond memories of all of my Carmen Sandiego jottings...

Wednesday, August 1, 2012 - 14:05

You're not the only one to gripe about the transform speeds, and it's worth looking into speeding it up.  I wanted the juggernaut to be slow, but still fast enough to outrun bats (you'll understand why later, eh heh heh).  The transforms read directly from the enemy definition files, so if I speed up the player, I also speed up the enemies.  This isn't terribly difficult to change, but will require a couple hours of time.

Which bridge could you not cross?  I'll double-check, but the one bridge in the volcano that is impassable should give some sort of warning, then become passable once you obtain the Skeleton Key.  I should add some sort of visual cue instead of just a console message, though.

Diagonal walking would probably take a lot of work, since I don't think /any/ LPC art entries included diagonal sprites.  If people like the game enough to contribute at least diagonal sprites for the heroine, though, that'd be awesome!

I personally like having to make the fight vs avoid decision, which sometimes works out well, and sometimes doesn't.  I'm thinking of some old adventure games (Zelda) where I would frequently run through some screens and just dodge octorocs, while others I'd kill every skeleton in the room in hopes of some sweet, sweet rupees.  The goal is to see what needs to happen, such as increasing drop rates, to make that decision meaningful.

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