Greed - a proc gen dungeon crawler sort of thing

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Post » Thu Jul 23, 2015 6:34 pm

really amazing!
i also would be interested in how you did the lighting. also the map reveal is quite amazing...
most times i get big problems with the fog of war because of to many collision checks and when to despawn it. also with the line of sight despawn... didnt figured it out so far.

kind regards
Patrick
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Post » Sat Jul 25, 2015 5:39 pm

Superb game. I really liked it. Great work devs
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Post » Sun Jul 26, 2015 1:03 pm

Hey hey, thanks so much for all the kind comments! This project's on indefinite hiatus at the moment because, unfortunately, I've just lost the will to work on it over the past few months. It's become a bit unwieldy and a chore to work on - to answer your question @Swathound, there are over 1,500 events in the main event sheet alone :P I think a better programmer than me could probably cut that down by quite a lot though. It's been a great learning experience for me, and I've found out so much amazing stuff about what C2 is capable of, but I think it's unlikely I'll do any more with it - I'd like to focus on smaller, more achievable projects for now.

The lighting's a bit complicated to explain, but actually pretty simple in practice. It's basically a combination of layers, the Canvas object (with blend mode set to DestinationOut) and little "light window" sprites that are created, then pasted to the canvas and destroyed. I started trying to explain it but to I realised I've forgotten exactly how it works, so instead I'll just share the .capx and hopefully people can figure it out from that. It's just a few lines in the "Illumination" group in the Main event sheet, but you'll need to look at the layers the objects are on and the opacities of those layers to get it right.

Greed.capx

Hope it's useful for anyone trying to make a roguelike game too (if they've got the patience to sift through my horrible code). If anyone's got any questions about it, please ask and I'll answer the best I can!

Thanks a lot to everyone who's supported this project, especially @Rockwell and @Wrangler for the awesome graphics they made.
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