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Wednesday, September 22, 2010 - 11:38

Welcome!  Be sure to join us on IRC (see the info on the top-right of this website).

Wednesday, September 22, 2010 - 09:21

Be sure to vote! http://opengameart.org/category/art-tags/minibosses

To vote, simply "Add To Favorites" the ones that are, well, your favorites.

Saturday, September 18, 2010 - 21:50

Minotaur RunningMy entry.  Finally animated my low-poly minotaur.  He looks pretty good in-game.  At some point I will update the model and add animations (probably a stomp, a hand-axe throw, and a crit death) and some variations (an armored version and maybe a demon version).

Saturday, September 18, 2010 - 17:15

Thanks anon.  Fixed this and pushed up r144.

Friday, September 17, 2010 - 03:56

Anon, thanks for the note.  I fixed the online listings e.g. http://clintbellanger.net/rpg/item.php?id=103

They should be fine in-game.

Friday, September 17, 2010 - 00:29

Soren, thanks for the feedback!

- Continuous attacking by holding a button should be enabled in the latest code.  It will be available when v0.10 comes out.

- I think the speed difference you're feeling is probably because of the Isometric perspective.  I do round speeds to the nearest int but I doubt it's noticeable.  See this blog post for details.

Wednesday, September 15, 2010 - 14:52

hmmmm..... ninja game using frogatto engine, anyone?

Monday, September 13, 2010 - 16:02

This is definitely going in the cave levels of OSARE. Will be one of the first new tilesets I make!

Friday, September 10, 2010 - 10:11

I think the Vista issue (at least one issue) is that running the .exe from Windows Explorer does not automatically set that folder as the working directory.

I've added Launcher .bat files that should help.  If you are running Vista please try version 0.09b and let me know if those launchers work.

Thanks!

Tuesday, September 7, 2010 - 14:15

Anon,

Thanks for the feedback!  Some of this grindiness will go away as more features get implemented.

  • Right now there isn't a vendor to sell items and buy potions.  I want potions to be rare drops but worth spending gold on.  Vendors won't be in the engine for a few more updates though.
  • Once Powers are implemented, many characters (anyone who invests in Magic or Defense) will be able to heal themselves.
  • I've doubled the starting passive health regen rate.  This is in subversion but not released yet.
  • There will also be lower level food that work as weak potions.  These will be added soon.
  • Eventually there will be dozens of dungeons, with different tilesets and enemy compositions entirely.
  • In the end, yes it will take a lot of killing to level up.  To level from 8 to 9 will take 8+ hours!  The goal is to create a huge game world and some story/quests so that finally making it to level 9 feels fantastic.
  • The level cap is 9, but you can max out a weapon skill at level 5 if you want.  The skill points spent at level 8 and 9 will usually be to balance out secondary skills (e.g. beefing up Defense).  This means you don't need to be far along in the game before you start feeling like a particular character class.  At the final levels you're mostly tougher because you've found great equipment.

Of course, if something happens and I can't create an enormous game world eventually, I'll just flatten the leveling curve or make random dungeons.

***

Compatability mode on vista sounds like something worth trying.  Anyone running Vista, please try that and get back to me.  Apologies again for the Vista BSODs!

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