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Cart #43420 | 2017-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #43308 | 2017-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Dungeon game inspired by Pixel dungeon for LOWREZJAM


C/Z - use current item
X + arrows - select inventory slot
X + C/Z - delete item (be careful :D)
Arrows - move

P#43309 2017-08-17 01:41 ( Edited 2017-08-20 08:04)

Awesome game !

P#43318 2017-08-17 08:49 ( Edited 2017-08-17 12:49)

inspired by Pixel dungeon -- oh no! I've been playing a version of that for MONTHS on my Chromebook. Damn most addicting game I've ever played in my life! So this makes me weary of trying this one out :) (curses you in advance)

P#43334 2017-08-17 13:03 ( Edited 2017-08-17 17:03)

Nice work, played 'til I beat it. :)

One QoL suggestion: a 1-pixel funnel at doorways so a) traversing them isn't so frustrating and b) you can't exploit it when a mob gets likewise stuck off-by-one on the other side of a door.

Also, I'm assuming the no-vertical-attacks thing is to force you to strategize a bit, but man it's depressing when a chest is in a vertical doorway. :/

P#43338 2017-08-17 13:34 ( Edited 2017-08-17 17:37)

@elDaz2, @Vectorguy, thank you!
@Felice, yeah, I probably need to add grid snapping to the game. Will fix that ungettable chest thing :D

P#43342 2017-08-17 14:52 ( Edited 2017-08-17 18:52)

Updated the game, now chests don't spawn in walls/unreachable places.

P#43347 2017-08-17 15:18 ( Edited 2017-08-17 19:18)

Woo, thanks. :)

P#43352 2017-08-17 15:39 ( Edited 2017-08-17 19:39)

Woot! That was super fun! Excellent work. :) I did happen to get a chest in a wall, though. It was in the bottom-left corner of a room on the last level.

P#43374 2017-08-18 02:03 ( Edited 2017-08-18 06:03)

Thanks, @MBoffin :D I just can't beat this bug for some reason

P#43384 2017-08-18 06:11 ( Edited 2017-08-18 10:11)

Very nice game. Indeed some chests did appear in walls.
Another thing that I thought about, shouldn't the name of the potion be displayed after first trying it out?

At line 916:


Shouldn't that be:



Also if I understand the code a little, you don't really delete the older chests when generating a new level.

P#43386 2017-08-18 06:36 ( Edited 2017-08-18 11:26)

Oh, that's so true ;D Thank you!

P#43391 2017-08-18 07:20 ( Edited 2017-08-18 11:20)

Anyway, awesome concept and game :)

P#43394 2017-08-18 07:49 ( Edited 2017-08-18 11:49)

Hello, sorry to bother you again. I think you're overcomplicating yourself with the ANDed is_frees. Firstly they should be ORs but for some reason it always ends up in the if i>999 then branch effectively hanging the game.
If left as is I noticed that there's actually a bigger chance of the chests spawning in the walls.

If you apply the next patch:

--- lowrez-dungeon-orig.p8  2017-08-19 01:22:27.905027832 +0300
+++ lowrez-dungeon.p8   2017-08-19 01:24:00.522982622 +0300
@@ -38,7 +38,8 @@

  for i=0,4 do
@@ -214,7 +215,7 @@

 function new_chest(x,y)
  return def([[
@@ -792,6 +793,9 @@
 -- level gen

 function generate()
[color=#00aa00]+ for c in all(objs.chest) do
+  deregister(c)
+ end[/color]
  for e in all(objs.enemy) do
@@ -917,15 +921,7 @@
  for j=0,2+flrnd(2) do
[color=#aa0000]-     while not is_free(x1,y1) 
-     and not is_free(x1,y1+1)
-     and not is_free(x1,y1-1)
-     and not is_free(x1+1,y1)
-     and not is_free(x1+1,y1-1)
-     and not is_free(x1+1,y1+1)
-     and not is_free(x1-1,y1+1)
-     and not is_free(x1-1,y1-1)
-     and not is_free(x1-1,y1) do[/color]
[color=#00aa00]+     while not is_free(x1,y1) do[/color]
      if i>999 then return generate() end

it should no longer happen.

Just wanted to add that I never thought this would turn out so addictive. I've been playing the game for almost 30 times (o.O).

P#43413 2017-08-18 18:34 ( Edited 2017-08-18 22:34)

Ok, thank you so much :D Did you win once?

P#43419 2017-08-19 01:24 ( Edited 2017-08-19 05:24)

I think I lost three-four times. :D Some of the times I would quit it so I could analyse it.

There's still one thing that I think makes it have the bug (I did meet a chest in a wall) on line 39 you have chests={} which should be chest={}. You're referring to that register as chest throughout the program.

I saw that you plan on expanding the game very much, with different slots for armour and the like. This is such an awesome project.

[EDIT]: Crap it's still reproducing... these must be ghost chests... :| Now I'm at a loss for thoughts...
[EDIT2]: Aah, found the reason... line 919 new_chest(x1,y1+1)
[EDIT3]: Just finished the game twice, and no more ghost-chests :D

P#43434 2017-08-19 17:16 ( Edited 2017-08-19 21:35)

Horay :D Thanks for playing! Are they totally fixed?

P#43448 2017-08-20 00:58 ( Edited 2017-08-20 04:58)

Well I did play it again a few times and with the modifications I made on lines 39 and 919, it seems to no longer produce the ghostly-chests bug :D

What I noticed is that after you find one of the armours the game is considerably easier :) especially if you also find a better weapon.

I love exploring the whole level before actually going to the next. Sometimes it's just too easy to find the stairs and even take them accidentally. I wish you'd have to attack while being on the stairs to actually trigger it. :)

P#43453 2017-08-20 04:04 ( Edited 2017-08-20 08:04)

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