Posts tagged with “7drl”


Wed 18 Mar

7drl - day nine

FINALLY tracked down the (hopefully) last game-breaking segfault. I actually beat the game with this version :)

http://sinoth.net/code/emqh_sp2.zip

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Mon 16 Mar

7drl - day eight?

I know this isn't exactly kosher but I'd like to release a bugfix version of Epic! Monster Quest: Hyper. Fixed a handful of seg faults, did a little balancing, and added two more speeds (super slow and super fast). The game is much more playable now, but I still have yet to beat it :) Props to anyone who can!

http://sinoth.net/code/emqh_sp1.zip

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Sun 15 Mar

7drl - day seven

SO TIRED. As luck would have it, buub0nik decided to get sick and had to take little baby naps in order to keep coding. This didn't stop us though -- with 10 minutes to spare, we managed to fit in nearly all the features we wanted. Just like Chrysalis, we had one final epic 36 hour code frenzy. I'm happy about the progress we made this year... the code is definitely more structured and more well behaved than last year. Still getting random segfaults but hey - what 7drl would be complete without them?

Enough blabbing, download link here including source and binaries for win32, linux32, and linux64:
http://sinoth.net/code/emqh.zip

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Sat 14 Mar

7drl - day six

Competition is drawing to a close! buub0nik and I are where we wanted to be for Friday night : we can move, we can hire allies, we can buy weapon and armor and town upgrades, we can fight enemies and gain gold. The last hurdle we have to pass is the skill system. Once we can get class based skills working, the rest of the compo will be spent adding enemies and tweaking combat.

Outfitter:
outfitter

Weapon shop:
weapon shop

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Thu 12 Mar

7drl - day five

Heyo, made some decent progress today. My biggest accomplishment is probably the minimap system. It works much like the minimap in Starcraft... you can zoom the camera around, and get a feel for the whole map at once. Your units show up as numbers representing the quantity in an area. Also hacked a bit on the A* algorithm in libtcod and made it give up more quickly if it is calculating a really hard path. Before the change, if you tried to calculate a path that has no solution it would take forevvver but it is much more responsive now.

Minimap: (the pockets of numbers in unexplored area are enemies surrounding bosses. you normally can't see them)

buub0nik created a refreshing fountain for us in town :) Units near the fountain will heal over time. He also worked more on the shop system which will be vital for upgrading armor and determining your class. Hopefully by tomorrow we can have the shop system done and start working on class skills.

Ahhh, fountain:

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