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by Cow
Cart #tower-0 | 2020-04-17 | Code ▽ | Embed ▽ | No License

Tower Noire is a 7DRL roguelike inspired by Cave Noire, Little Nemo, and Powder.

P#11028 2015-05-31 18:22 ( Edited 2020-04-17 05:38)

:: beef

Beautiful, itty-bitty tilework <3

P#11030 2015-05-31 23:06 ( Edited 2015-06-01 03:06)

In the code, why put almost everything inside _init?

As far as I can tell from skimming, it looks like most of it could go in the global scope?

P#11033 2015-06-01 05:38 ( Edited 2015-06-01 09:38)
:: Cow

That's a good question – no reason, really. I'll probably move it out to save a few characters. :>

P#11060 2015-06-01 17:54 ( Edited 2015-06-01 21:54)

It seems to me like there are several places, such as falling and dying, where you want to do a whole-screen transition effect.

Do you think it might be feasible to split control flow early in _draw into "doing a transition" vs "not doing a transition"? Then you could assign to the variable controlling that split at the places where the transition starts.

function _draw()
  if falling > 0 then
    -- do the effect
    falling -= 1
    -- do the non-transition stuff

That is, what I'm trying to get at, is - what are the advantages of doing it the way you did versus at the top of _draw?

P#11072 2015-06-02 08:51 ( Edited 2015-06-02 12:52)
:: Cow

In the beginning I had all the functions as game.do() and player.do() and entity.do() since it was more sensible to me. Generally I prefer to keep the control flow in the main loop pretty simple. Once the character limit becomes more of a problem I might have to do that, though.

P#11075 2015-06-02 11:22 ( Edited 2016-10-07 16:34)

re: putting stuff in _init

the code is called in order, so if you want to define a function at the bottom of your file, but use it earlier, you'd need to call it from _init since that gets called after the entire file is read.

P#11076 2015-06-02 11:51 ( Edited 2015-06-02 15:51)
:: Pizza

Wow, what a rad game is what I thought to myself when first starting this up. I didn't really stop thinking that at any point throughout, either.

P#11498 2015-07-07 19:13 ( Edited 2015-07-07 23:14)
:: dw817

Great "ROGUE" contender. Wish I could carry more than 2-items at a time in my hands though. There's vertical space for it. :)

P#29884 2016-10-03 13:37 ( Edited 2016-10-03 17:37)

From someone that doesn't really enjoy rouge-like games like these, this is great! I really like the artwork and the controls feel very responsive and instant (due to the turn based mechanic I guess). It's interesting how it almost feels Zelda like with the pushable blocks and holes in the floor that you can fall down (Great animations and transitions on those too ;) ) which makes the game feel like an adventure instead of bombarding you with RPG stats that break immersion a bit.

This is really cool so far and I look forward to future updates on this!

P#30074 2016-10-05 15:19 ( Edited 2016-10-05 19:19)
:: Cow

Thank you! Comments like those keep my momentum up. :)

P#30209 2016-10-07 12:35 ( Edited 2016-10-07 16:35)
:: dw817

Hydlide ! Now THAT was a challenging game for NES.


P#30258 2016-10-07 23:15 ( Edited 2016-10-08 03:15)
:: Cow

This is a beautiful game and the battle system is reminiscent of Hydlide.

Oh god... oh no...

P#30358 2016-10-08 22:18 ( Edited 2016-10-09 02:18)
:: dw817

Hmm ... Sega Saturn. I never could get that emulator to run correctly in Windows.

I always wanted to play ASTAL again.


P#30364 2016-10-08 23:22 ( Edited 2016-10-09 03:22)

Excellent job, what a gorgeous pico8 roguelike

P#30407 2016-10-09 08:24 ( Edited 2016-10-09 12:24)
:: Cow

Hey guys,

I ended up making this more of a roguelike (!) and releasing it for 7DRL!

Binaries are here: https://cow.itch.io/tower-noire

Updated cart is in the first post.

P#50166 2018-03-09 20:10 ( Edited 2018-03-10 01:14)
:: debo

I love this!

P#87118 2021-02-02 15:21

I enjoyed this immensely! Would crawl in my blue pajama again!

P#91919 2021-05-14 11:16

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