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File: 1455656453846.gif (908.81 KB, 1543x850, 1543:850, progress8.gif)
Valkerie Sword Nodev 02/16/16 (Tue) 21:00:53 de0a38 No.25338
A thread for my game :^)
Color palette will probably change at some point.
Nodev 02/16/16 (Tue) 22:19:33 f490a3 No.25339
Looks nice.
Definitely needs color, though. You can probably keep the overall palette similar to what you got right now, if you want the game to have a gloomy atmosphere. But you gotta color code things like icons so they're much easier to seperate.
Nodev 02/17/16 (Wed) 01:32:00 de0a38 No.25344
File: 1455672720225.gif (257.84 KB, 1543x850, 1543:850, progress10.gif)
got selecting enemies, and examining them done.
Nodev 02/17/16 (Wed) 01:42:31 000000 No.25346
Pretty rad!
It might look better if you mix in some gold with all that brown.
Nodev 02/17/16 (Wed) 01:47:59 de0a38 No.25347
>>25346
thanks for the input, I'll try it out.
Nodev 02/17/16 (Wed) 02:06:19 fb679c No.25349
File: 1455674779264.png (183.89 KB, 800x1745, 160:349, 1455654669767.png)
>>25338
is it true?
Nodev 02/17/16 (Wed) 02:23:44 de0a38 No.25350
>>25349
inspired by
Nodev 02/17/16 (Wed) 03:44:55 de0a38 No.25353
File: 1455680695751.gif (465.99 KB, 1543x850, 1543:850, progress11.gif)
you can now kill baddies :^)
Nodev 02/17/16 (Wed) 07:25:44 591a7c No.25359
Honestly I think the simplicity of this game originally was one of it's strong points. The simplicity of it gave it a certain charm, but now with all this UI stuff and equipment windows and chat dialogue complexity it just looks like an rpg game with bad graphics.
Nodev 02/17/16 (Wed) 08:26:27 4d9e0d No.25361
>come to 8ch on a whim
>even it is not free of shitty aggy daggy memes
>:(
Nodev 02/17/16 (Wed) 18:26:43 de0a38 No.25374
>>25361
Sall good man, im the guy people love to hate remember :^)
>>25353
It needs all of that stuff so you can play on android/tablets. Otherwise I'd just make it all hotkeys like every other roguelike.
I think this is also more user friendly for beginners.
Nodev 02/18/16 (Thu) 22:23:43 de0a38 No.25419
File: 1455834223994.gif (431.68 KB, 1543x850, 1543:850, progress13.gif)
enemies now chase you and fight back. also added the ability to use spells.
Nodev 02/19/16 (Fri) 04:17:34 de0a38 No.25425
File: 1455855454328.png (59.05 KB, 781x432, 781:432, new_new_newpallet.png)
changed the color pallet. might darken the font. and might add a secondary color someday :^)
Nodev 02/19/16 (Fri) 04:49:08 de0a38 No.25426
File: 1455857348217.png (367 B, 80x27, 80:27, title_sample.png)
still thinking about a title, and playing around with a banner.
Nodev 02/19/16 (Fri) 04:51:31 de0a38 No.25427
File: 1455857491686.png (3.83 KB, 638x215, 638:215, title_sample.png)
>>25426
Nodev 02/19/16 (Fri) 05:27:25 de0a38 No.25429
File: 1455859645375.png (7.11 KB, 1551x441, 517:147, title_decisions.png)
some alternate banner ideas.
Nodev 02/19/16 (Fri) 05:28:08 de0a38 No.25430
>>25429
bottom left two are a joke, btw
Nodev 02/19/16 (Fri) 08:32:52 0128a5 No.25442
File: 1455870772682.gif (2.07 MB, 662x389, 662:389, 1455856989978.gif)
Wait
Is this the same game or not? I'm confused
At first I was sure, but on second look they seem different
Nodev 02/20/16 (Sat) 23:03:20 c3b991 No.25481
it would be nice to have the nearest enemy automaticly selected
Nodev 02/21/16 (Sun) 01:55:49 de0a38 No.25488
>>25481
I'll probably do that thank you!
I wasn't thinking you should be able to since selecting an inventory item deselects enemies, and vice versa. but I'll probably add auto-target when moving.
Nodev 02/21/16 (Sun) 01:57:20 de0a38 No.25489
>>25442
no, that's Tender Arms, we used the same palette for a while, but I changed it. we still use the same 5x5 hero sprite though. :^)
Nodev 02/22/16 (Mon) 05:53:17 de0a38 No.25545
File: 1456120397871.gif (162.56 KB, 1543x850, 1543:850, progress15.gif)
+added a chain lightning spell
let me know what you think about adding color to items to show power. :^)
Nodev 02/22/16 (Mon) 07:22:43 8b8e62 No.25552
>>25545
Those items actually look really attractive (the "I want it" kind, not "it's pretty" kind of attractive)
If you selectively use colors for rare/special things, I think in a monochrome color palette like this they will look very special.
Nodev 02/22/16 (Mon) 07:38:05 de0a38 No.25553
>>25552
awesome, that's what I was hoping for.
I'll at least try to find some decent meshing colors. :^)
Nodev 02/22/16 (Mon) 16:05:42 f70d01 No.25559
>>25425
I like this palette. It's a lot more striking than the drab GB colors.
>If you selectively use colors for rare/special things, I think in a monochrome color palette like this they will look very special.
I agree with this. The aqua really stands out, but not in a bad way. In more of a this is important kind of way. It looks mysterious and enticing.
Nodev 02/26/16 (Fri) 07:00:37 de0a38 No.25656
File: 1456470037881-0.gif (295.1 KB, 1543x850, 1543:850, progress17.gif)
File: 1456470037954-1.gif (711.38 KB, 1543x850, 1543:850, progress18.gif)
File: 1456470037954-2.gif (202.7 KB, 1543x850, 1543:850, progress19.gif)
added a compass, wands, and door/key
going to add boss mobs and maybe treasure chests as well, then work on difficulty progression as you go deeper. :^)
Anyway, demo coming around the 12th so look forward to it!
Nodev 02/29/16 (Mon) 03:25:37 de0a38 No.25749
File: 1456716337494.png (22.11 KB, 1146x644, 573:322, big_splash.png)
added a joke splash screen, going to put skeletons or something instead.
Nodev 03/05/16 (Sat) 06:40:10 de0a38 No.25861
File: 1457160010483-0.png (13.73 KB, 773x331, 773:331, others.png)
File: 1457160010489-1.png (9.14 KB, 372x418, 186:209, even_plantier.png)
making some enemy portraits.
gonna try out a different battle system. :^)
Nodev 03/05/16 (Sat) 06:42:18 de0a38 No.25862
File: 1457160138084.png (15.67 KB, 1152x645, 384:215, progress_art.png)
here's a mockup of the battle screen.
still tweaking it though.
Nodev 03/08/16 (Tue) 06:27:14 de0a38 No.25924
Try out the Demo here!
https://poptartica0.itch.io/roguest
Nodev 03/10/16 (Thu) 11:42:48 de0a38 No.25942
File: 1457610168232.gif (153.6 KB, 1055x472, 1055:472, progress25.gif)
did a lot of background progress, made an editor so now I can make levels muuuuch more easily instead of creating them one line of code per tile at a time.