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Monday, July 16, 2012 - 22:52

I will add a README shortly -- but once you have the needed libraries installed (SDL and ogg/vorbis) then just "make" to build the binary and ./rempel to run it.

Monday, July 16, 2012 - 10:35

It's in a Bazaar repository (with a bunch of other projects) here: http://sf.net/projects/awwports

(I probably should've made a new SF project for this -- though I wasn't sure at the time if I'd keep working on it).

BTW, I just made an exit building

Monday, July 16, 2012 - 06:26

Today I worked on the logic for taking a vague map, where each square holds a material like GRASS or WATER, and picking the closest-fitting tile.  See screenshot below.

Now I need to make it handle the DIRT material too, and then I will muck around with code to create simple buildings that the player can enter and (eventually) unlock with the right key.

 

Saturday, July 14, 2012 - 09:02

Progress report #2:

Most of the time since the last report has been spent on the engine, such as:

- supporting alpha channel of images and sprites

- the logic for sound spatialization

- getting gamma working

- improving how characters move

- changed the basic font and able to draw it in different colors

- getting the console to play nicely with the menus

- joystick support

- and today I spent a lot of time improving the way tile data is transmitted from the server to the client.

At least the engine is feeling more polished now, and I have a better idea on where the actual game is going -- for example I originally planned for it to be an endless dungeon-crawl kind of game, but now I'm planning to have a fixed number of worlds (each with their own name and style) and an actual goal to complete.

Thursday, July 12, 2012 - 05:42

Thanks from me too.

Tuesday, July 10, 2012 - 07:42

looks good so far.

Monday, July 9, 2012 - 09:29

We enter the competition at the end of the month (when our games are "complete", hehe)

Monday, July 9, 2012 - 09:27

No worries qubodup.  I improved (for my taste anyway) the highlights by using Color Levels in the gimp, for example for green crystal bump down the red and blue channels.  And I will use them in my LPC game, probably as treasure bonuses.

Monday, July 9, 2012 - 05:02

Anyone else not thought of a name for their game yet?

Monday, July 9, 2012 - 00:11

Yes, very glad to see another monster sprite!

Cheers Stephen, for this and other artwork which I'm using in my game.  They are really high quality stuff.

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