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Thursday, October 28, 2010 - 08:32

I was looking into the code and I have some though and questions :

- The maximum level of an item is the maximum level of a monster + 3. The maximum level for a monster is 9 (skeleton boss), so in your demo some items are not dropable ? In lootManager.cpp, line 269, if actual <1, actual should be put to 1 instead of 0 ? (there is no level 0 items in your database).

- If an item has not a level, he won't drop ?

- Can an item have multiple bonuses ? If not it would be great !

And some small ideas for the future :

- In the file of monster, add the ability to apply a color filter. For instance the filter has a transparency of 100 and we can set a RGB color value (or a RGBA color value). It would allow to create 5-6 monsters of the same race but with different levels from the same sprite set.

- split the items.txt file into smaller file : one for weapon, one for armors, ...

- having a king of inheritance for config files : it would avoid to rewrite the same things for animation frames, ...

- Allow to have animated objects : trees, torches, ... For instance there is art from widelands here with animated falling trees. It would be awesome to see the tree folding after a spell or many attacks !

Wednesday, October 27, 2010 - 15:35

Another map generated with another algorithm :

and in spawn.txt:


@pennomi : Thanks for the explanation ! I was wondering what the '2' was used for in the collision map.

Wednesday, October 27, 2010 - 12:48

@nander : All art was done by pfunked, I just put 3 tilesets together.

Wednesday, October 27, 2010 - 09:27

I have manage to play a little bit with map generation & integration into the engine. Here is the results :

Here is a map with 100 goblins : (put this file in resources/maps/) (put this file in resources/tilesetdefs/) (put this file in resources/images/tilesets/)

You then have to modify the file spawn.txt in maps/ :

- comment the line intermap=goblin_warrens.txt,28,76 by putting a '#' at the begining of the line

- add a line 'intermap=outdoor.txt,32,32' at the bottom of the file


And the python script used to generate the map (launched in resource directory) :


What took me most of the time was to define the neighborhood rules for the tiles.

Tuesday, October 26, 2010 - 12:28

I had some trouble matching tiles and numbers in the map and I found what the problem was: tiles id is given in hexadecimal whereas the id used in maps is the decimal value. I was experimenting with your grass & water tileset and i'm having troubles with transparency : if I copy & paste from the png on a pink image (color 255,0,255), then I have pink arround the grass. If I remove transparency from the source image and then copy & paste, then I have white around the grass. Any hint ?

Tuesday, October 26, 2010 - 10:06

Well, I am mostly interested with random generation. I will try to play with your mediaval building tileset to generate random buildings. Do you generate files such tileset_dungeon.txt manually ? The first column is for tile ID, then it's x and y, the width and height. What are the two last column for ?

And for the map txt file, the last number in the spawn location is for the orientation ?

Tuesday, October 26, 2010 - 05:12

I just looked at the txt files : it would be more easy to create new maps with few comments on files structure. For instance in the tilesetdef.txt, it's hard to see what columns are corresponding to. Excepts this I like the logic in the configuration files, I think I could create my own map/cretaures/item within less than a week (using your graphics of course).

Great Job !

Monday, October 25, 2010 - 11:10

I just compiled the v 0.10 on ubuntu lucid lynx and it works perfectly (I installed the libsdl packages corresponding to the notes in the readme). How do you remap keys ? I looked in the setting.h and few other files but didn't find where it was hardcoded. I use french layout for keyboard and WASD do not match. However with the arrows it's okay, but f1, f2 ... can't be used with this configuration.

On the game :

- First very nice job. With few randomness (dungeons, caves, ...) I could play this game for hours. I loved Diablo I & II and you are really close to catch half the magic of diablo I :). Only by changing monsters color and scale, you could have 5-10 different levels (If I remember well, there was only carvers, skeletons and zombies in the first 4 levels of diablo I)

- The game is a little bit too fast, it's quite tricky to hit & run. But for the moment that's okay. There is a need for path finding, but it's not a big issue. The only problem I see for the moment is that it's possible to lure the boss at the opposite of a square obtacle, heal safely and then attack again.

- Bosses have no visual special effect : you see you're fighting a boss because he's really quick and hit hard. Perhaps scale them up a little bit and add an aura or glowing effect if it's possible ?

- Highlight the currently selected monster.

- hide secret rooms on the mini map ?


I like the build system (no classes but 4 attributes). Loots and difficulty seems correctly balanced. I was very happy to drop a blue sword and then wanted to farm blue items :)

Keep up the good work !

Monday, October 11, 2010 - 08:36

Nice one !

Friday, October 8, 2010 - 04:15

Good luck :)

Top down tille non-isometric = old zelda or secret of mana like RPG ?