i just played the android version and it's super nice! i wouldn't have guessed this is PC first.
i just wanted to give it a quick test drive to write a comment but ended up playing to unlock the characters. which i didn't yet because it's the right amount of hard.
for example, i quickly figured out that there are two VIP things on the map you must absolutly remember: where's the key (obviously) and where are enemies MUCH stronger then me :P permadeath++
very nice and inspiring. i haven't played many 2d RPGs but this one looks like could understand and enjoy it. imo the graphics are above par for a one person game and the interface is well understandable.
is this your first project? i guess not :) could you tell us an origin story for this project? any predecessor prototypes you had or so? did you have the engine already or how did the technology evolve? you say you rely on standard interface components but with custom skinning; did you use any other libraries (besides the ogg/mp3 stuff), e.g. for GFX. maybe a tiled loader or animation library?
it's unlikely that anyone knows something so specific. you might get lucky by *searching* on stackoverflow.com (i wouldn't submit this as an answer, it will probably get closed) or on gamedev.stackexchange for quakec help. sorry to say
thanks tricid! if you don't want i would upload them as new tiles and somehow link them together with tags.
i had trouble with the windows too, i can imagine a lot of people will fall into that.
i just played the android version and it's super nice! i wouldn't have guessed this is PC first.
i just wanted to give it a quick test drive to write a comment but ended up playing to unlock the characters. which i didn't yet because it's the right amount of hard.
for example, i quickly figured out that there are two VIP things on the map you must absolutly remember: where's the key (obviously) and where are enemies MUCH stronger then me :P permadeath++
very nice and inspiring. i haven't played many 2d RPGs but this one looks like could understand and enjoy it. imo the graphics are above par for a one person game and the interface is well understandable.
is this your first project? i guess not :) could you tell us an origin story for this project? any predecessor prototypes you had or so? did you have the engine already or how did the technology evolve? you say you rely on standard interface components but with custom skinning; did you use any other libraries (besides the ogg/mp3 stuff), e.g. for GFX. maybe a tiled loader or animation library?
keep it up!
i'm not sure yet about the source, but i'll have a demo for playtesting by october.
i'l. probably switch a lot of the graphics (mainly the buildings and the GUI) for a release but the LPC art got me really far!
i've kept working on it and it's now nearly a game i can give out of my hands for playtesting :)
@aesadai: http://lpc.opengameart.org/ :)
it's unlikely that anyone knows something so specific. you might get lucky by *searching* on stackoverflow.com (i wouldn't submit this as an answer, it will probably get closed) or on gamedev.stackexchange for quakec help. sorry to say
love them! I wish more LPC items were scifi :)
if you wonder how those tiles look in game: http://freegamer.blogspot.co.at/2010/06/bofh-servers-under-siege.html
epic! the small picture *looks* like a font but it's actually DOZENS of those units!
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