https://www.falselyprofound.com/
https://falselyprofound.itch.io/
tween module, what would we do without you
tween module, what would we do without you
(Also the sigils are loosely based on Neopets tropical fruits bc I have one personality trait.)
(Also the sigils are loosely based on Neopets tropical fruits bc I have one personality trait.)
If you're going North your destination is player.Room+10, South is player.Room-10, etc etc.
The original map was HUGE, so it was important to automate as much as possible!
If you're going North your destination is player.Room+10, South is player.Room-10, etc etc.
The original map was HUGE, so it was important to automate as much as possible!
eg: the Knife is tagged as 'thin'. This lets it pass through barred passageways and cracks, whereas the big Godere boulder would not.
eg: the Knife is tagged as 'thin'. This lets it pass through barred passageways and cracks, whereas the big Godere boulder would not.
Since all instances of an InventoryItem share the same properties, it means DUNGEON will forget where any duplicates are and fail to spawn them. But for a gamejam, it works.
Since all instances of an InventoryItem share the same properties, it means DUNGEON will forget where any duplicates are and fail to spawn them. But for a gamejam, it works.
If it was too hard to draw with a mouse it was drawn on paper, scanned, and then converted to 1-bit using PhotoShop (+ the "use custom dither pattern" setting).
If it was too hard to draw with a mouse it was drawn on paper, scanned, and then converted to 1-bit using PhotoShop (+ the "use custom dither pattern" setting).
This approach plays nicer with HTML5, ScummVM, etc so I'll be keeping it as a setting in future builds.
This approach plays nicer with HTML5, ScummVM, etc so I'll be keeping it as a setting in future builds.
Just the basic mechanics for now. Still, spoilers ahoy!
Just the basic mechanics for now. Still, spoilers ahoy!
www.adventuregamestudio.co.uk/forums/compe...
Caution: frustration.
www.adventuregamestudio.co.uk/forums/compe...
Caution: frustration.
- doors remember if you've opened them
- RtZ style inventory closeups
- you can pick shit up and drop it on the ground
- casting a teleportation spell while facing a wall kills you dead, time advances when you die
- if you die all your shit drops on the ground for you to find later
- doors remember if you've opened them
- RtZ style inventory closeups
- you can pick shit up and drop it on the ground
- casting a teleportation spell while facing a wall kills you dead, time advances when you die
- if you die all your shit drops on the ground for you to find later
Bad news: sprites still fall out of sync with the bg when turning, so they can't be used to cover hotspots. i'm gonna have to convert everything to objects/redo my room templates.
Glad I'm sorting this out early. Tilesets'll make decorating easy!
Bad news: sprites still fall out of sync with the bg when turning, so they can't be used to cover hotspots. i'm gonna have to convert everything to objects/redo my room templates.
Glad I'm sorting this out early. Tilesets'll make decorating easy!
Currently using unhandled_event to have doors automatically detect where they should lead.
Inelegant & a bit limiting, but fine for a gamejam game.
Currently using unhandled_event to have doors automatically detect where they should lead.
Inelegant & a bit limiting, but fine for a gamejam game.
Hope you like MAZES 🧵
Hope you like MAZES 🧵
ducky
ducky