gearleaf

Viewing posts tagged 'gruedorf'

Lootz

Shamus

More Daisy Dust progress. Monsters now drop items and money, and you can get money. Also added a button for opening/closing the inventory (since right now the inventory is entirely mouse driven, seems silly to summon/cancel only with the keyboard). Eventually I'd like to be able to play the entire game with just the keyboard, or just the mouse. Everything should have both input modes.

Yep.

Throwing Attacks +

Shamus

I've gotten the following added to DaisyDust in the last week-and-a-bit:

  • Drinkable potions
  • Items that affect multiple layers on the paperdoll (this is used for big weapons that are in front of and behind the player)
  • You can throw things (targeting a square that you've already seen; yes right now you can throw all the way across the map)
  • Items in your inventory stack now

In addition, I messed around a little bit with some sound stuff. I may have something more interesting to report in that vein later.

In other news, Ashayta is chugging along and I'm slowly making decisions about my next project (which will actually be the Geas-related RPG I've mentioned in the past).

Items Do Stuff

Shamus

I'm a bad person, I know. Just ask Grue.

Anyway, work on Daisy Dust continues. Items actually do something when you equip them now! That's pretty handy. I've had a busy week + a few days.

Daisy Dust

Shamus

I have not done much with Lichen for the last several weeks. I need to get back on it, but my time outside of work has been otherwise occupied with two things:

Ashayta: We've finally started posting pages for Ashayta again. Read! Tell your friends!

Daisy Dust: I've started working on a Flash rogue-like called 'Daisy Dust'. (To be more accurate, I've resurrected the project.) I'm working on this with a cool guy and awesome artist that I know, Hyptosis. Basically, he wanted to do art for a rogue-like but finds programming tedious, and I had ideas and some old attempts at a graphical rogue-like but always found myself stuck at producing art for it. This way, we both get what we want out of the project. It's been a blast so far.

In terms of development, we're currently at a stage where we're close to having something that actually resembles a 'game'. I've got a few more things to polish up, and he's got a few more things he wants to draw, and then I'd say we're in something like a playable alpha state. Exciting! When we're in that stage I'll probably post a SWF somewhere. Maybe!

In the mean time here are some pictures:

Huzzah!

And yeah, I know a bounce around projects a lot. I used to be worse about it. :(

Importing and Updating Tilesets

Shamus

As I said last time, making new maps is not useful if you can't save the map elsewhere or import tilesets. Well... I set out to get both of those finished off this week, but the one I started with (importing tilesets) ended up being more tricky than I'd anticipated. Pair with that a fairly busy week otherwise, and well... here we are.

At least I did get the tile importing working though. If you switch to VSP mode (hit V or click on the tiles in the top left) you now have a button that says "IMPORT: IMAGE". Clicking it will load a particular image in as your tileset. Ta-da! The image is in tmp/ inside the project. Importing it again should bring in your changes (thought I admit that this has not been thoroughly tested yet).

Anyway, that's one more task knocked out. I'll continue on. See you next week!

Lichen is available on Github

« Newer Older »