https://www.falselyprofound.com/
https://falselyprofound.itch.io/
Being able to do more with custom palettes than just a simple screen tint would be incredible... buuuuut probably not viable given all the modules I'm using.
Being able to do more with custom palettes than just a simple screen tint would be incredible... buuuuut probably not viable given all the modules I'm using.
(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!
This doesn't get used as much as I'd like it to, but opens up a lot of possibilities for future builds and also felt clever doing it.
This doesn't get used as much as I'd like it to, but opens up a lot of possibilities for future builds and also felt clever doing it.
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.
Then, whenever the player enters a room, AGS checks the InventoryItem array to see if any items have a 'Room' ID that matches the player's location.
Then, whenever the player enters a room, AGS checks the InventoryItem array to see if any items have a 'Room' ID that matches the player's location.
So, DUNGEON instead gives each InventoryItem a Room property.
So, DUNGEON instead gives each InventoryItem a Room property.
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.
With his help I think I've gotten it up to MOSTLY intentional frustration rather than unintentional, but either way, *good luck I am very sorry.*
With his help I think I've gotten it up to MOSTLY intentional frustration rather than unintentional, but either way, *good luck I am very sorry.*
Regardless, a good learning experience. Workin' on a thread of technical notes. 👍
Regardless, a good learning experience. Workin' on a thread of technical notes. 👍
The room inventory code is repurposed from the Budget Cuts prototype and is a lil shoddy, but works as a proof of concept.
The room inventory code is repurposed from the Budget Cuts prototype and is a lil shoddy, but works as a proof of concept.