Primary tabs

Comments by User

Tuesday, October 30, 2012 - 18:26

My recent LPC entry ('Dungeon Tactics') has 100% of it's game logic written in Lua. State management, movement, pathfinding, combat resolution, menu interface, application control, everything.

The engine itself ('XenosEngine') was written in c++ of course; it largley consists of thin lightweight lua wrappers around 3rd party libs, with a simplistic API and homogeneous syntax to unify the sometimes radicaly different component libraries.

Just as a side note, I was a professional Flash developer for 10 years. Xenos is ~90% feature compatable with Flash; it was designed to port pure Actionscript style apps quickly and easily with minimal effort, just minor syntax changes. (Lua v.s. ECMA Script )

Monday, October 29, 2012 - 20:19

i just reinstalled gimp 2.8.2, same error. I will try on a different machine later...

Sunday, October 28, 2012 - 21:52

I get a xcf image plugin error when i try to open that xcf file in gimp 2.8. What version are you using?

Monday, October 8, 2012 - 08:35

Just uploaded Dungeon Tactics version 1.2 to indiedb and the official website.

This release adds sound effects and music, fixes some bugs, tightens up some graphics and adds some new mechanics to streamline gameplay. Try it out, tell me what you think!

 

Monday, October 8, 2012 - 08:31

I have no clue what .deps is honestly. Xenos was developed on slackware 10.2 using Kdevelop 3, ported to Windows XP using Code::Blocks 10.05 shortly after, and I have not done much of anything with it since then. If I recall correctly slack10 uses kdev3, so you might need to import the project files instead of opening it directly.

As to your other questiom xenos does unfortunately require a huge number of dependencies to be compiled first, which are currently not intergrated in the most optimal manner. As it is right now is everything is compiled into the xenos executable, when ideally it should only be the core objects and each engine sub component should be a seperate lib - xaudio.so, xnet.so, etc...

The following diagram is not even a complete list; each open source lib has itself numerous sub dependencies; for example irrlicht relies on glut and zlib; I am pretty sure I included it all in my tarbell of doom, but I may have missed something. I dont know if that will work, maybe screencap the error make spits out and post it so I can see?

I am fairly sure that I am the only person on the face of the world who has managed to actually compile this engine, which is why I have not yet upgraded my linux machine since the xenos project was started way back in 2007. I am rooting for you to get it working tho, since as soon as someone does I will upgrade to that newfangled slackware 13 with Kde 4.

 

Friday, September 21, 2012 - 23:10

>I'd found the repo for the Xenos engine, but I couldn't find one for Dungeon Tactics - do you know if he has a repo somewhere so I can compile 1.1 for Linux?

Xenos Engine is like Java or Flash, you only have to compile the engine, not the apps. Once you compile the engine for a specific platform, all games built for xenos should run on that platform just fine.

In any case, the new version of dungeon tactics is almost ready, but I am currently in the proscess of moving from sourceforge to github, so I will post the latest build in the new repo in a few days.

Sunday, September 2, 2012 - 10:01

New version of Dungeon Tactics is out. You can get it on the official site or the indiedb page. No new content, but tons of useability enhancements. Check it out, tell me what you think!

 

 

Sunday, August 19, 2012 - 21:46

Yes, by stripping down the project to it's core mechanics it provided a very obtainable goal for the contest and a clear roadmap for future enhancements. The focus of the next version is the campaign system with support for multiple map types, story dialog, and a quest hub.

The new map types will be randombly generated like the current dungeons are. Quest hubs will allow users to select specific adventures in different themed locations. Hubs also will have ammenities including weapon, armor, and consumable stores, mercenary halls and animal breeders to provide mobs for hire, class trainers to promote your characters to the next tier. In hub campaigns you will return to the hub after you clear an entire dungeon, or if you move all of your characters to your start area. This will give players the opportunity to exit a dungeon and restock or equip different weapon and mob combinations.

The campaign system will also feature support for multiple campaigns. "Dungeon Tactics Classic" will play exactly the same as it is now, at least from a gameplay point of view. "Dungeon Tactics Advanced" will showcase all the new mechanics and classes.

A third campaign is in the works as well, tenetivily entitled "Cyber City SWAT". It will utilize scorpio's sci-fi sprite pack, and play as sort of a dystopian future battle between cybercops, mecha, and insane post apocalyptic street gangs...

 

Sunday, August 19, 2012 - 21:42

The game has a steep learning curve, but it plateaus rapidly. If a player manages to finish the first level they will be able to clear the last, there is really nothing new to learn for the rest of the game. Aside from the level 5 skills that is. The mage's fireball is so ridiculously OP, and dangerous to everyone around. I don't know how many times my Mage accidently killed my Fighter but it was a lot!

Help tips would help, but I am not exactly convinced they are the way to go.

A tutorial level seems a but intrusive. I would rather flaten the curve by making the interface more intuitive.

I think signage above the start area would be great. I was thinking a big green "start" with an arrow pointing at the stairs. Also, it could only be displayed while no player mobs are deployed; once a user knows to click the stairs to deploy a mob it becomes redundant.

Action indicators are also a good idea. I have been playing around with a few options but nothing has really clicked so far... I will try a yellow arrow over selected unit, and make the targeting reticule change to out arrows on friendly mobs, in arrows on hostile, and the arrows themselves will be solid for ready and hollow for done. That might work...

 

 

Saturday, August 18, 2012 - 17:15

Sure thing! I just changed the text on the Dungeon Tactics indiedb page to have the same hyperlink configuration as the homepage.

 

:)

Pages