What's everyone working on? (tigsource inspired)
- SimonLarsen
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Re: What's everyone working on? (tigsource inspired)
I've been wanting to make a casual roguelike for Gameboy for quite some time now.
Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.
Here's teaser:
Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.
Here's teaser:
- tentus
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Re: What's everyone working on? (tigsource inspired)
Aang, how did you get Sokka's sword?SimonLarsen wrote:I've been wanting to make a casual roguelike for Gameboy for quite some time now.
Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.
Here's teaser:
Seriously though, looks like fun. Loved me some Gameboy games.
Kurosuke needs beta testers
Re: What's everyone working on? (tigsource inspired)
I think it should say; "I got a selection of good things on sale, stranger", lol
Re: What's everyone working on? (tigsource inspired)
Ah no, it's my own engine and completely 2D ;-)coffee wrote:What's that? a multiplayer server version for Jasoco's raycasting project?
EDITED: Wow... just reviewed your last post. It advanced a lot. Don't have anymore that 16 bits PC AD&D 90''s classic look!
Here you can read our devlog at tigsource
Re: What's everyone working on? (tigsource inspired)
Thank you. Nice to see you have things well organized. I notice missing in the referred games some good things like Mordor series. I think this interesting thread could help you both https://crawl.develz.org/tavern/viewtop ... =17&t=3673SiENcE wrote:
Here you can read our devlog at tigsource
Re: What's everyone working on? (tigsource inspired)
Thanks, i will take a look into it.coffee wrote:Thank you. Nice to see you have things well organized. I notice missing in the referred games some good things like Mordor series. I think this interesting thread could help you both https://crawl.develz.org/tavern/viewtop ... =17&t=3673SiENcE wrote:
Here you can read our devlog at tigsource
Re: What's everyone working on? (tigsource inspired)
Well, I'm quite new to LOVE, studied it through tutorials for a day now..about 15 hrs (1 hr last night, during classes today in school) and I wanna make an RPG like Pokemon (something like it).. Though before you criticize me, I do have coding experience, mainly in Visual Basic 2010, and some aspects in Java.
- tentus
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Re: What's everyone working on? (tigsource inspired)
Some general advice: pokemon is a grid-based game, so you'll want to check out Kikito's Tile Tutorial. The Gridlocked Player tutorial on the wiki might also be a good resource for you.TurtleP wrote:Well, I'm quite new to LOVE, studied it through tutorials for a day now..about 15 hrs (1 hr last night, during classes today in school) and I wanna make an RPG like Pokemon (something like it).. Though before you criticize me, I do have coding experience, mainly in Visual Basic 2010, and some aspects in Java.
Furthermore, there are basically three game states in Pokemon (I like to think of them as "scenes"). One, your intro cutscene. Two, your game select (which is probably also your options menu). And then three, the gameplay itself. Note that the gameplay has three sub-scenes of its own: One, wandering the overworld, Two, battle, and Three, navigating your pokedex/backpack/menu thing.
Think about these three/six states when you start organizing how you plan to do your code!
Kurosuke needs beta testers
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