Search found 123 matches

by milon
Tue Mar 20, 2018 5:38 pm
Forum: Games and Creations
Topic: Procedural JRPG - preAlpha 2
Replies: 5
Views: 3032

Re: Procedural JRPG - preAlpha 2

About bridges - if they're only 1 or 2 tiles long, it'll just draw the road overtop rather than placing boats. (Same goes for mountains, btw.) I thought about using bridge graphics, but it's entirely possible that the road building will create a 3- or 4-way intersection over water, and I'd like to a...
by milon
Tue Mar 20, 2018 1:26 pm
Forum: Games and Creations
Topic: Procedural JRPG - preAlpha 2
Replies: 5
Views: 3032

Re: Procedural JRPG - preAlpha 1

Thanks for the response! I have *very* little formal training, so input is always helpful. :) Yeah, I've read a bunch of stuff from red blob, and other places too. The graphics are mostly placeholders, so that's a detail for me to consider later. I've even thought about hot/cold biome graphics, but ...
by milon
Mon Mar 19, 2018 11:02 pm
Forum: Games and Creations
Topic: Procedural JRPG - preAlpha 2
Replies: 5
Views: 3032

Re: Procedural JRPG - preAlpha 1

Here's preAlpha 2! Pathfinding is much faster and not insane (mostly). The world border isn't messed up anymore. And it even ensures that all towns (the signpost placeholder graphics) are all accessible! If it's surrounded by water, it'll add boats. If it's surrounded by mountains, it'll carve a tun...
by milon
Sat Mar 17, 2018 4:43 pm
Forum: Support and Development
Topic: [SOLVED] Game hangs - A* pathing related?
Replies: 2
Views: 1178

Re: [SOLVED] Game hangs - A* pathing related?

Thanks for the suggestion. I did look at a number of them. I ultimately decided against jumper since it's mostly for straight - line stuff and didn't allow for varying "costs" in the terrain (IIRC - I looked at a lot of them). I want more curvy & natural paths, so it wasn't the best fi...
by milon
Thu Mar 15, 2018 2:13 pm
Forum: Support and Development
Topic: [SOLVED] Game hangs - A* pathing related?
Replies: 2
Views: 1178

[SOLVED] Game hangs - A* pathing related?

Hello, lovely community! It's that time again where I stumble across strange bugs and ask for your help. :awesome: I've been slowly making progress with my RPG, and I'm currently working on creating roads between towns. Ultimately, I want roads built between some - but not all - towns. I've biased m...
by milon
Thu Mar 08, 2018 3:35 pm
Forum: Games and Creations
Topic: Procedural JRPG - preAlpha 2
Replies: 5
Views: 3032

Procedural JRPG - preAlpha 2

Updated! Scroll down for the latest release. ========================= Here's a thing I've been working on! https://www.dropbox.com/s/j39ngbm8ek3zu3s/prealpha-1.png?raw=1 The long-term goal of this project is a procedural (J)RPG heavily inspired by Castle of the Winds. The aim is to be light-weight,...
by milon
Thu Mar 08, 2018 8:11 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1729
Views: 820822

Re: What's everyone working on? (tigsource inspired)

I'm working on an old school 2d procedural rpg. It's been hanging around in the back of my mind for years, but I only just found Love a couple months ago.

EDIT - I decided to release what I'd "accomplished" so far. viewtopic.php?f=14&t=84984
by milon
Wed Mar 07, 2018 7:02 pm
Forum: Support and Development
Topic: Best way to index out-of-bounds?
Replies: 8
Views: 2428

Re: Best way to index out-of-bounds?

It's not a bug, it's a feature! :) (Really!) I'm working on a 2D RPG as a side hobby. Currently, I'm always drawing the player in the center of the screen and that means when I'm near the edge of a map, the graphics routine will try to look up an out-of-bounds region. Each map has a defined "de...
by milon
Wed Feb 28, 2018 12:59 pm
Forum: Support and Development
Topic: Best way to index out-of-bounds?
Replies: 8
Views: 2428

Re: Best way to index out-of-bounds?

Thanks, ivan. That's a pretty nice solution for wrapping. It's not what I want in this case, but I'll log it away for the future. :)
by milon
Wed Feb 28, 2018 3:13 am
Forum: Support and Development
Topic: Best way to index out-of-bounds?
Replies: 8
Views: 2428

Re: Best way to index out-of-bounds?

Good answers, thank you both! I'll probably use an accessor function then, but thank you for the metatable info too. They're still strange and magical to me and this helps to demystify them a bit.