tag:blogger.com,1999:blog-42859802039142768862024-02-07T13:58:21.149-08:00Magma FortressMagma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-4285980203914276886.post-16223369455974341732015-05-18T03:11:00.002-07:002015-05-18T03:12:23.275-07:00Challenge Mode Comes to Android and iOSChallenge mode is now available at <a href="http://itunes.com/apps/hoplite">iTunes</a>, <a href="https://play.google.com/store/apps/details?id=com.magmafortress.hoplite">Google Play</a> and <a href="http://www.amazon.com/Magma-Fortress-Hoplite/dp/B00J8HER78/">Amazon</a>. This is a free update if you already own Hoplite.<br />
<br />
It includes the challenges from the web version, another set of challenges at an easier difficulty level plus the daily challenge.<br />
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<br />Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-65914288392214154542015-03-15T02:32:00.002-07:002015-03-15T02:44:18.120-07:00Hoplite Challenge Mode is readyPlay it <a href="https://dl.dropboxusercontent.com/u/23966151/challenge/index.html">HERE</a><br />
<br />
So I went a bit overtime but I'm not really counting this as a 7DRL.<br />
<br />
The basic gameplay hasn't changed much since the last post. I've mostly been tweaking the balance and fixing bugs.<br />
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<h2>
My thoughts on balance</h2>
Challenge Mode is intended for players who have mastered the original. I expect people new to the game will find it quite difficult (I'm really just making the game for myself.)<br />
<br />
I like games that are very difficult to win yet still always make me feel like it's my own fault when I lose. For the record, <a href="http://crawl.develz.org/">DCSS </a>achieves this better than any other that I know of.<br />
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I've played quite a few challenges now and while some have taken me a few attempts, I'm yet to find one that I couldn't beat. This is basically ideal as far as I'm concerned so I'm happy with how this has turned out.<br />
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<h2>
Some tips</h2>
<div>
If you're looking for extra help, here are some hints and advice.</div>
<div>
<br /></div>
<div>
<div>
The aim is not to kill all the demons. You can use them to shield or block for you if you keep them alive.</div>
<div>
<ul>
<li>Archers can't shoot through other demons.</li>
<li>Demonitionists won't throw bombs into tiles adjacent to other demons.</li>
<li>Wizards won't shoot if their beam would hit a demon behind you.</li>
</ul>
</div>
<div>
<br /></div>
<div>
Damage taken from demons can always be determined in advance once you've learned how they behave.</div>
<div>
<br /></div>
<div>
Archers and Wizards prefer to be in tiles they can attack you from. You can often predict their movement based on this.</div>
<div>
<br /></div>
<div>
Bombs can easily end your game if you're not careful. Consider where they are likely to be thrown before moving.</div>
<div>
<br /></div>
<div>
Hold the mouse button (or finger) down while targeting to check the result of your turn in advance. Demons highlighted in red will be killed, stunned or knocked back. A tile highlighted in blue shows where you will move to, which is especially useful when you have Reactive Bash.</div>
</div>
<div>
<br /></div>
<br />Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-64250128977888384822015-03-09T04:21:00.000-07:002015-04-11T15:04:14.461-07:00Challenge Mode Progress<span style="text-align: center;">Play it <a href="https://dl.dropboxusercontent.com/u/23966151/challenge/index.html">HERE</a> (edit: this is the completed version)</span><br />
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<br />
This is a work in progress with some placeholder text and known issues:<br />
<br />
<ul>
<li>The animations seem to stutter and lag in the web version I've uploaded and I'm not sure what's causing this yet.</li>
<li>Sound effects were having similar issues so I've disabled sound for now.</li>
<li>Having Leap Strike and Staggering Leap together prevent lunge from working. </li>
</ul>
I've disabled other combinations that shouldn't be given together but that last one needs to be fixed. Various combinations that can't usually be acquired together are available and not all have been tested yet so you might find something fun.<br />
<br />
<div>
There are probably many other issues so let me know if you find them.<br />
<br />
I'd also be interested to hear if you find any that seem far too easy or completely impossible.</div>
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<div style="text-align: left;">
<br /></div>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-81894520475400890862015-03-06T14:52:00.000-08:002015-03-06T14:52:02.062-08:00Challenge ModeIt's <a href="http://7drl.org/">7DRL </a>time once again and I'm about to get started. This year, I will be making a new gameplay mode for Hoplite.<br />
<br />
I'm planning to make this as a standalone web game so that it can potentially be submitted to the <a href="http://7drl.roguetemple.com/">official challenge</a> (I'm still deciding).<br />
<br />
Then depending on how it goes, add it into the existing mobile version later.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-15963355433297331632014-11-10T04:30:00.001-08:002014-12-19T21:39:47.263-08:00The ol' Ball and ChainThis game is a work in progress for <a href="http://procjam.tumblr.com/">procjam</a> and the 7DRL week happening along side it.<br />
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The main mechanics are in place but there's not much you can do with them yet apart from killing a few rats.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTU9zBi682kI34MCQLm3glKQVOzNDsoXVuoNhdfD2Kqcw8QrqYZhVWC74VGI1DjkfVJo4byQS4dd7dd4d8rYnel_Q3iEVa6HKFJPQ3rS1oEeGkF8VxGLNVyfoGVjixvboqiMQZoWFIl-M/s1600/ss1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTU9zBi682kI34MCQLm3glKQVOzNDsoXVuoNhdfD2Kqcw8QrqYZhVWC74VGI1DjkfVJo4byQS4dd7dd4d8rYnel_Q3iEVa6HKFJPQ3rS1oEeGkF8VxGLNVyfoGVjixvboqiMQZoWFIl-M/s1600/ss1.png" height="320" width="213" /></a></div>
<br />
Your iron ball swings around as you move. Swinging it through enemies is the only way to attack them. <br />
<br />
I found the Ball and Chain in <a href="http://bindingofisaac.com/">Rebirth </a>yesterday and it reminded of me of Nethack's <a href="http://nethackwiki.com/wiki/Punishment">punishment</a> where an iron ball would be chained to your character. As with most items in Nethack, it's mostly useless but somewhat amusing.<br />
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I'm interested in ways to do turn based combat that don't involve bumping into things and a kind of ally that zips around the level, hitting things in its path is something I've wanted to try for a while.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9SLAGf8LmxZTXkt-equmjFiYSFxSXzWu5_h7SFdCcA45Pb3-3LPJLsEiSGVympLBFW7Isg_pWQhgQMmd0cPHluGPhyphenhyphen20MfZheENmSq7q1udr9qFsoEDT9I884PsZp3gWcaepM3DNAxhI/s1600/ballandchain.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9SLAGf8LmxZTXkt-equmjFiYSFxSXzWu5_h7SFdCcA45Pb3-3LPJLsEiSGVympLBFW7Isg_pWQhgQMmd0cPHluGPhyphenhyphen20MfZheENmSq7q1udr9qFsoEDT9I884PsZp3gWcaepM3DNAxhI/s1600/ballandchain.png" height="225" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The ball and chain in Rebirth</td></tr>
</tbody></table>
<br />
I also wanted to add some time based challenge to it. I've been playing <a href="http://necrodancer.com/">Crypt of the Necrodancer</a> recently and I really enjoy the way the game forces you to think quickly. In this version, you automatically skip your turn if you don't take it within two seconds. I'll probably change this.<br />
<br />
The vast majority of code is being recycled from other games in case you're wondering. Despite being procjam, I'm not really focusing on procedural generation for this.<br />
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<br />Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-43162030040154649002014-10-28T21:24:00.000-07:002014-10-28T21:28:55.736-07:00Still LifePlay it <a href="https://dl.dropboxusercontent.com/u/23966151/life2/index.html">here</a>.<br />
<br />
A quick attempt to turn yesterday's experiment into a game. It's a series of puzzles where your aim in each is to eradicate the life form without letting any of it reach the edge of the map.<br />
<br />
I've tweaked the rules slightly since yesterday. Moving into slime will now destroy it and diagonal movement (numpad/vi-keys) is allowed.<br />
<br />
If you beat all five, your can click on tiles to make your own (type 'C' to clear)<br />
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<br />
<br />
It is too complex to be a fun game in my opinion. I found it easier to solve each one with brute force rather that trying to calculate how my movement would affect the slime creature.<br />
<br />
I was shown <a href="http://www.puzzlescript.net/play.html?p=6866423">Dungeon Janitor</a> yesterday. Your aim is also to remove slime but with a slime behaviour that is much easier to understand making for a much better game.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-48528550246353410612014-10-28T02:03:00.000-07:002014-10-28T02:21:49.110-07:00Conway's Game of Slime CreaturesPlay it <a href="https://dl.dropboxusercontent.com/u/23966151/slime/index.html">here</a><br />
<br />
A cross between <a href="http://en.wikipedia.org/wiki/Conway's_Game_of_Life">Conway's Game of Life</a> and the classic <a href="http://crawl.chaosforge.org/Slime_creature">slime</a> monster.<br />
<br />
You (the "@") count as a "lit" cell for the purpose of the simulation.<br />
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<div>
<br /></div>
<div>
I set myself a target of 42 minutes to make this, from creating a new project to having it published online and writing this blog post.</div>
<div>
<br /></div>
<div>
A bug in my life algorithm caused me to go a little over schedule but still, not bad for about an hour I think.<br />
<br />
I find it satisfying to be able to walk over to and mess up those <a href="http://en.wikipedia.org/wiki/Still_life_(cellular_automaton)">still lifes</a>.</div>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-63951471732509532962014-10-27T06:21:00.000-07:002014-10-27T06:21:17.610-07:00MinehunterPlay it <a href="https://dl.dropboxusercontent.com/u/23966151/minehunter/index.html">here</a>.<br />
<br />
A kind of minesweeper-like game where you're trying to catch a single mine.<br />
<br />
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<br />
<br />
Day 4. <br />
<br />
There are a couple of "tricks" to catching it quickly that aren't explained in the intro message.<br />
<br />
The mine's movement is somewhat deterministic. Stop reading now if you want to try it first without being spoiled.<br />
<br />
It'll always try to move away from the tile you scan if possible. <br />
<br />
Initially, the mine moved randomly but I found this lead to a fairly tedious exercise in removing most of the water in order to corner it after you'd used your first few turns to triangulate the mine's position.<br />
<br />
The spawn location of the mine is entirely deterministic based on which tile you scan first. Once you've tried starting in the same spot a couple of times, you can figure out exactly where it spawns for that seed.<br />
<br />
Let me know if you can find a five turn win.<br />
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<br />Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-46493503268526571252014-10-25T22:25:00.000-07:002014-10-25T22:25:22.556-07:00The Battlestar EncyclopediaRead it <a href="https://dl.dropboxusercontent.com/u/23966151/encyclopedia/index.html">here</a><br />
<br />
A guide to procedurally generated battleships of the future.<br />
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Day 3 of <a href="http://jams.gamejolt.io/30daydev">#30daydev</a>. <br />
<br />
I had a lot of fun making this one. The original plan was to just focus on procedurally generating spaceship pixel art but I felt like the images could use some back story to help bring them to life.<br />
<br />
The ship names are generated by a <a href="http://en.wikipedia.org/wiki/Markov_chain">Markov chain</a>, which uses all the ships from Eve Online as input.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-22324546138327295052014-10-24T23:13:00.001-07:002014-10-24T23:23:59.740-07:00Horse SimulatorPlay it <a href="https://dl.dropboxusercontent.com/u/23966151/horse/index.html">here</a><br />
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A very basic text adventure game where there is only one input and you always win.<br />
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<br />
Inspired by the South Park episode, "Guitar Queer-O" or more specifically the game "Heroine Hero" that Stan gets hooked on in that episode. <a href="https://www.youtube.com/watch?v=OHbtcvk_KBs">(youtube link)</a><br />
<br />
This is the result of day two in <a href="http://jams.gamejolt.io/30daydev">#30daydev</a>. See my <a href="http://www.magmafortress.com/2014/10/mandelbrot-game.html">previous post</a> for more details.<br />
<br />
Spoiler alert<br />
<br />
I tried to have some consistency throughout the text by keeping track of how fast your herd is moving internally and having messages be related to that. It could definitely use more of this but I feel like I've spent enough time on this one already.<br />
<br />
I tried to make it somewhat procedurally generated too but I'm not sure it was worth the effort when you never get to make your own choices.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-32609380382172240972014-10-24T07:24:00.000-07:002014-10-24T07:24:22.338-07:00Mandelbrot: The GamePlay it <a href="https://dl.dropboxusercontent.com/u/23966151/mandelbrot/index.html">here</a><br />
<br />
You will automatically zoom in on the area clicked. If you reach an area where the edge of the set is no longer visible, the game is over. <br />
<br />
See how far you can get in a single click or see how few clicks it takes you to reach the maximum zoom (around e-14).<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikNG6ZiGBlLtkCejGW5pIr6JLnNWihtsRb8HZhHi2A0tFQLXDNl_6MIJkWzErXMNOi-K38sXUfzq5dU6RUu7hmMz5AKWB78h0cHfUk-X1OT0UJV3h1VPQraz8MaQc-WER4LctKmQgSdeM/s1600/ss2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikNG6ZiGBlLtkCejGW5pIr6JLnNWihtsRb8HZhHi2A0tFQLXDNl_6MIJkWzErXMNOi-K38sXUfzq5dU6RUu7hmMz5AKWB78h0cHfUk-X1OT0UJV3h1VPQraz8MaQc-WER4LctKmQgSdeM/s1600/ss2.png" height="300" width="400" /></a></div>
<br />
This is the first in what I plan to be a series of mini games inspired by <a href="http://jams.gamejolt.io/30daydev">#30daydev</a>.<br />
<br />
I'm treating this an exercise to practise, experiment and have fun.<br />
<br />
I intend these releases to be rough prototypes at best, focusing on a single gameplay mechanic or idea that I want to explore.<br />
<br />
I wasn't really expecting today's game to end up as a game at all but I got a bit carried away.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-72357953731822906792014-09-05T20:28:00.001-07:002014-10-24T06:56:34.237-07:00Another bug fix release for HopliteHoplite v2.3.5 is now available for <a href="https://play.google.com/store/apps/details?id=com.magmafortress.hoplite">Android</a> and will be released for iOS soon.<br />
<br />
<ul>
<li>Fixed fat finger mode</li>
<li>Fixed playing taking damage from bombs while descending in certain situations</li>
<li>Bug fixes for the prayer selection system</li>
<li>Fixed bug where Wizard Beam cooldown wouldn't refresh on level change</li>
<li>Fixed tapping on a distant magma tile or altar not requiring confirmation</li>
<li>Fixed a cooldown bug when Swift Leap and Lunge are used together while Wizard Beam is on cooldown</li>
<li>Taking shield choices from Apollo or Ares no longer counts against "Hoplite Master" achievement</li>
</ul>
<br />
<br />
<br />
<div>
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Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-88370661222004911282014-09-04T05:57:00.000-07:002014-09-04T05:59:06.077-07:00Cards are the Future<div class="separator" style="clear: both; text-align: left;">
Another update to <a href="https://play.google.com/store/apps/details?id=com.magmafortress.music.free">Magma Music</a> today and it's slowly starting to take shape. </div>
<div class="separator" style="clear: both; text-align: left;">
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<div class="separator" style="clear: both; text-align: left;">
I'm going all <a href="https://www.youtube.com/watch?v=Q8TXgCzxEnw">"material design"</a> although there's still a way to go before I get there. You can swipe away albums that are queued to remove them from the queue but that's about the extend of interaction with the cards for the moment. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZUM07s66qw5OhB3hQrEJkxRtwtNTb_sGcq0FXyaPrRO9d2M4GF0UcZ8kOveu7A4ckJKeZSgzGgqIjz5JbWiDQLF-r4D1fSc8NgQWP4cTdSFWLS6xL2NAlvPQUwGQPLKEwPkS37XffRPs/s1600/ss3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZUM07s66qw5OhB3hQrEJkxRtwtNTb_sGcq0FXyaPrRO9d2M4GF0UcZ8kOveu7A4ckJKeZSgzGgqIjz5JbWiDQLF-r4D1fSc8NgQWP4cTdSFWLS6xL2NAlvPQUwGQPLKEwPkS37XffRPs/s1600/ss3.png" height="320" width="180" /></a></div>
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Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-55891993155208466052014-08-27T07:30:00.001-07:002014-08-27T07:35:48.233-07:00Magma MusicI couldn't find a music player for Android that did exactly what I want so I made one. You can grab it from Google Play <a href="https://play.google.com/store/apps/details?id=com.magmafortress.music.free">here</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHSNCFwOZB0p6PpUl1zFLG2nqkD0uxS5tMhWjPTMHJliW3LDHNVvkJHApQkusC42FsTYicrLrEIRXUYd3eKbrwmPIW0TCc6h7xtE_tsD12FiWFB_C169fRTT5sfB8hb3Yj1pW-5eIp8XY/s1600/ic_launcher.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgHSNCFwOZB0p6PpUl1zFLG2nqkD0uxS5tMhWjPTMHJliW3LDHNVvkJHApQkusC42FsTYicrLrEIRXUYd3eKbrwmPIW0TCc6h7xtE_tsD12FiWFB_C169fRTT5sfB8hb3Yj1pW-5eIp8XY/s1600/ic_launcher.png" /></a></div>
What I want:<br />
0) Treat every directory under Android's "Music" as an album<br />
1) Pick an album<br />
2) Play the album<br />
3) Goto 1<br />
<br />
If you're looking for a music player with a lot of features, this is not the one for you.<br />
<br />
Also, please note, this application is a work in progress. It is rough around the edges and there are bound to be many bugs I am not aware of. <br />
<br />
It already does 99% of what I want in a music player and I have been starting to lose the motivation to keep working on it so I thought I would just release what I have done.<br />
<br />
What I plan to add next:<br />
- Gapless playback. The other "1%" of what I want in a music player.<br />
- Interface overhaul. The current layout was intended as a placeholder.<br />
- Widgets with playback control for the lock screen/home screen/notification.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-91979099034338095372014-08-06T02:54:00.003-07:002014-08-06T02:54:59.114-07:00Bug fix release for HopliteHoplite 2.3.1 has been released for Android and will be available for iOS in about a week.<br />
<br />
Just a few bug fixes this time.<br />
<br />
<ul>
<li>Fixed a bug where you could be offered shield upgrades that had already been taken</li>
<li>Fixed a bug preventing incremental achievements syncing correctly (Google Play only)</li>
<li>Fixed a bug preventing achievements unlocked before v2.3 from syncing (iOS only)</li>
</ul>
<br />
<div>
<br /></div>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-75370212213783857462014-08-02T19:23:00.000-07:002014-08-02T23:20:32.130-07:00Leaderboards and balance changes for HopliteI'm happy to announce that Hoplite 2.3 is now available.<br />
<br />
You can grab it for Android at <a href="https://play.google.com/store/apps/details?id=com.magmafortress.hoplite">Google Play</a> or <a href="http://www.amazon.com/Magma-Fortress-Hoplite/dp/B00J8HER78/ref=sr_1_1?s=mobile-apps&ie=UTF8&qid=1406944218&sr=1-1&keywords=hoplite">Amazon</a> and for iOS at <a href="http://itunes.com/apps/hoplite">iTunes</a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP_oiqFqTettOdEsok6FMFbdsWeHJWf_SEj1Z-PrjllfIQOJxaiqArqQI8ThyBgQCPwBe4B4k1iUuzf5SnoxjkO30cgDzL6x-vs_3eBNtmng9w_pTMjnRKojBYjGI4kgQw0KHcjsZRNhI/s1600/gpg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP_oiqFqTettOdEsok6FMFbdsWeHJWf_SEj1Z-PrjllfIQOJxaiqArqQI8ThyBgQCPwBe4B4k1iUuzf5SnoxjkO30cgDzL6x-vs_3eBNtmng9w_pTMjnRKojBYjGI4kgQw0KHcjsZRNhI/s1600/gpg.png" height="200" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikZBQ9M5x6qg8hCTmp9itsPB8n90pSvgLGE5o6afgQAW22FJ2yijgOy94Y8BP-rAt8_QkS56Ty55YNfjx-NVUaasuMixW02mpi7w9PvlM2DALhXcEpfnMGXAAx6vBZ0rYtTvbSEBfRjc8/s1600/gc.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikZBQ9M5x6qg8hCTmp9itsPB8n90pSvgLGE5o6afgQAW22FJ2yijgOy94Y8BP-rAt8_QkS56Ty55YNfjx-NVUaasuMixW02mpi7w9PvlM2DALhXcEpfnMGXAAx6vBZ0rYtTvbSEBfRjc8/s1600/gc.png" height="200" width="200" /></a></div>
<br />
<br />
Here is a mostly complete list of what has changed:<br />
<br />
<h3>
iOS only</h3>
<br />
<ul>
<li>Game Center integration: unlocks and achievements synced between devices.</li>
<li>Performance improvements, especially loading time.</li>
</ul>
<br />
<h3>
Google Play only</h3>
<br />
<ul>
<li>Google Play Games integration: unlocks and achievements synced between devices.</li>
<li>Added missing xxxhdpi support (for some new devices like the LG G3)</li>
</ul>
<br />
<h3>
Balance/Gameplay</h3>
<br />
<ul>
<li>Demons now die if they are knocked "through" magma instead of landing on the other side. This does not affect the player (or bombs) so you can still fly over magma using Reaction & Might Bash.</li>
<li>Using recall on stairs will now trigger descending to the next depth</li>
<li>Shielding Bash split into two levels, each with a cost of 1. Level one blocks a single attack and level two blocks all attacks.</li>
<li>Cooldowns are no longer decremented when Swift Leap is used.</li>
<li>Surge now restores 100 energy instead of all energy.</li>
<li>Protection removed from the game. Flawless now unlocks Shielding Bash II</li>
<li>Demon cooldowns no longer decrease while they're stunned</li>
<li>Hephaestus now offers upgrades of your current prayers with higher priority - ie. if you have Shielding Bash, you'll be offered Shielding Bash II (if unlocked)</li>
<li>Patience has increased chance to be found</li>
<li>Winged Sandals increases Leap range by 1 (from 2) and cost reduced to 1 (from 2)</li>
<li>Leap Strike cost reduce to 1 (from 2)</li>
<li>Wizard Beam cost increase to 1 (from 0)</li>
<li>(Greater) Energy now costs 0/1/1/1 for 120/135/150/160 total energy and is capped at four levels.</li>
<li>(Greater) Bloodlust now costs 1/1/1/1 for 6/9/12/15 bonus energy and is capped at four levels.</li>
<li>Sacrifice cost reduced to 0 (from 1) for the following prayers:</li>
<ul>
<li>Sweeping Bash</li>
<li>Greater Sweeping Bash</li>
<li>Spinning Bash</li>
<li>Recall</li>
<li>Follow</li>
<li>Plant Spear</li>
<li>Slashing Lunge</li>
<li>Sword Lunge</li>
</ul>
<li>The number and type of demons has been adjusted in the lower depths to increase the difficulty beyond where it used to hit a plateau.</li>
</ul>
<br />
<h3>
Other</h3>
<br />
<ul>
<li>New Achievement "Hoplite Master" for consecutive wins with unique prayers. You can check prayers made in the current streak under the "Prayers" menu.</li>
<li>Minor graphical changes to show when wizards and demolitionists are able to shoot and when player has Wizard Beam.</li>
<li>Fixes/improvements to animation/sfx timing</li>
<li>Lots of bug fixes</li>
</ul>
<br />
<div>
<div>
<ul>
</ul>
</div>
<h3>
</h3>
</div>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-68383563193014805132014-07-25T06:12:00.001-07:002014-08-03T00:59:32.522-07:00Hoplite 2.3 progress II<br />
I've finished up the last of what I wanted to get done before releasing 2.3 including a bunch of play testing with each prayer. Unless any major issues come up, it should be available in about a week or so.<br />
<br />
If you want to try it now, <a href="http://www.magmafortress.com/p/beta.html">sign up for the beta</a><br />
<br />
<h3>
Changes from beta build 78 to 81</h3>
<br />
<ul>
<li>Max Energy/Bloodlust cost and gains reduced</li>
<li>Protection removed</li>
<li>Flawless achievement now unlocks Shielding Bash II</li>
<li>demon cooldowns no longer decrease while they're stunned</li>
<li>Hephaestus now offers upgrades of your current prayers with higher priority</li>
<li>fixed bug using Reaction and Shielding Bash together</li>
<li>spelling/description mistakes</li>
<li>minor graphical fixes/improvements for timing of animations/sfx</li>
</ul>
<br />
<br />
iOS<br />
<br />
<ul>
<li>fixed double achievement pop-ups</li>
<li>fixed error reporting in iOS 6</li>
</ul>
<br />
<br />
android<br />
<br />
<ul>
<li>xxxhdpi support</li>
</ul>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-29980576749349230452014-07-18T22:08:00.000-07:002014-08-03T00:59:46.204-07:00Hoplite 2.3 progressI've been playing a lot of Hoplite recently.<br />
<br />
The main tasks for the next version were supposed to be adding support for Google Play Games and Game Center. I finished doing that a while ago now but decided to make some quick balance changes before releasing it and, well, I'm still making balance changes.<br />
<br />
Thanks for all the feedback and suggestions that have been coming in. There have been some great ones, which really helps.<br />
<br />
Basically, I've been focusing on making the less popular prayers more appealing, toning down some of the really overpowered builds and trying to improve the "late game" as I am continually surprised to see how far some people are able to get.<br />
<br />
There are a couple more things I'm still looking at changing but version 2.3 won't be too far off now.<br />
<br />
<h3>
Changes in build 78 (released today)</h3>
<div>
<ul>
<li>Hades Altars scraped - I just didn't find them fun.</li>
<li>"Unique prayer streak" bonus scraped - the idea seemed fairly unpopular and I agree there are some major flaws with it. The game still tracks these streaks, though, for the awarding of a new achievement - "Hoplite Master"</li>
<li>Some minor graphical changes - you can now see when wizards and demolitionists are able to shoot and a couple of other small things.</li>
</ul>
A few other ideas have been and gone too. What I've settled on to replace the Altars of Hades is simply tweaking the current game so that the difficulty no longer hits a peak and stops getting harder. </div>
<div>
<br /></div>
<div>
The number and type of demons has been adjusted in the later depths instead of simply throwing more and more in to keep the difficulty going up.</div>
<div>
<br /></div>
<div>
There have also been several tweaks to various prayers - see below. The change to Swift Leap doesn't look like much but it is a big nerf to builds that combined this with Shielding Bash and Wizard Beam, which was causing the most balance issues in the late game.</div>
<div>
<br /></div>
<h3>
Changes since 2.2.4</h3>
<div>
Android only:<br />
<ul>
<li>Google Play Games integration</li>
<li>Unlocks and achievements synced between devices</li>
</ul>
<div>
iOS only:</div>
</div>
<div>
<ul>
<li>Game Center integration</li>
<li>Unlocks and achievements synced between devices</li>
<li>Improved performance, especially loading time (thanks to roboVM improvements.) This has also fixed an issue where older devices would sometimes not be able to load the game at all.</li>
<li>Fixed the error reporting system. Why did no one tell me this stopped working!? ;)</li>
</ul>
<div>
All platforms:</div>
</div>
<div>
<ul>
<li>More bug fixes.</li>
<li>New Achievement - "Hoplite Master" for consecutive wins with unique prayers.</li>
<li>Minor graphical changes to show when wizards and demolitionists are able to shoot and when player has Wizard Beam.</li>
<li>Using recall on stairs will now trigger descending to the next depth</li>
<li>Shielding Bash split into two levels, each with a cost of 1. Level one blocks a single attack and level two blocks all attacks.</li>
<li>Cooldowns are no longer decremented when Swift Leap is used.</li>
<li>Surge now restores 100 energy instead of all energy.</li>
<li>Protection and Patience have increased chance to be found</li>
<li>Protection only lasts for the turn you are hit and cost reduced to 0 (from 1)</li>
<li>Demons now die if they are knocked "through" magma instead of landing on the other side. This does not affect the player (or bombs) so you can still fly over magma using Reaction & Might Bash.</li>
<li>Winged Sandals increases Leap range by 1 (from 2) and cost reduced to 1 (from 2)</li>
<li>Leap Strike cost reduce to 1 (from 2)</li>
<li>Wizard Beam cost increase to 1 (from 0)</li>
<li>All levels of Greater Energy have cost reduced to 2</li>
<li>Sacrifice cost reduced to 0 (from 1) for the following prayers:</li>
<ul>
<li>Sweeping Bash</li>
<li>Greater Sweeping Bash</li>
<li>Spinning Bash</li>
<li>Recall</li>
<li>Follow</li>
<li>Plant Spear</li>
<li>Slashing Lunge</li>
<li>Sword Lunge</li>
</ul>
</ul>
</div>
<div>
<h3>
Beta Access (now iOS too)</h3>
</div>
<div>
If you'd like to play the beta version, see <a href="http://www.magmafortress.com/p/beta.html">here</a></div>
<div>
<br /></div>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-46736065820531428572014-05-16T06:33:00.000-07:002014-08-03T00:59:58.140-07:00New movement options for HopliteA couple of new options for movement have been added in version 2.2.4 (released today for Android and soon for iOS)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL7UDYoZsHtqIaVLfmGUlnFfR6INRAFMu6aHwhaHEkgyJF5Oek3Xq9_U7Y0ukU3MKGE14RiVSILMCIRTvgNgzZ3noa_vtFiVw6QDENhL5boLw9g_S7jum9kPLHKmJn-Gn1fuxY-5aUgTY/s1600/hoplite-options.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiL7UDYoZsHtqIaVLfmGUlnFfR6INRAFMu6aHwhaHEkgyJF5Oek3Xq9_U7Y0ukU3MKGE14RiVSILMCIRTvgNgzZ3noa_vtFiVw6QDENhL5boLw9g_S7jum9kPLHKmJn-Gn1fuxY-5aUgTY/s1600/hoplite-options.png" height="85" width="320" /></a></div>
<br />
<br />
Moving to distant tiles while demons are nearby now requires confirmation by default (by tapping a second time on the same tile.)<br />
<br />
"Swipe to move" is just about exactly as it sounds. I've become quite a fan of this myself as it gives a decent boost to accuracy on a small screen without really taking anything away.<br />
<br />
"Fat finger mode" requires you to confirm every tile tap while demons are around just like moving to distant tiles. You can have "swipe to move" enabled at the same time to cut down on some of the extra tapping required.<br />
<br />
Long press to inspect has also been moved to a separate button.<br />
<br />
<h3>
Gameplay changes in 2.2.4</h3>
<div>
<ul>
<li>"Plant Spear" cost reduced to 1</li>
<li>"Pacifist" achievement is harder, requiring you to go an extra depth without killing</li>
</ul>
</div>
<div>
<h3>
Other changes in 2.2.4</h3>
</div>
<div>
The tutorial has had a minor revamp. I've tried to simplify it, cutting out blocks of text and replacing it with animations.</div>
<div>
<br /></div>
<div>
Lots of bugs fixed.</div>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-69489491302947618072014-03-15T05:55:00.000-07:002014-07-09T16:19:09.630-07:007DRL: Day 7 (Ragtag is a success)You can play Ragtag <a href="http://ragtag.magmafortress.com/">here</a><br />
<br />
I was actually very close to declaring this a failure last night. I had simply tried to do too much in one week and the game was a mess.<br />
<br />
This morning, I decided to cut it way down in an attempt to salvage a game within seven days. I'm glad I did as I'm quite pleased with how it has turned out.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9viI9Hn9pJSc6nNrDaPEsdaecTstEzgbr3a_Mh0CHRyClgZwQ3Jx9JneNiAExkiMi1qgoozvhoQ49OFCNd4CyLqw5L2HpUnfUTHHMaM-ctf-Dpb-BV4O4Yh9tyLWA0eNvO981OCrjHRc/s1600/a.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9viI9Hn9pJSc6nNrDaPEsdaecTstEzgbr3a_Mh0CHRyClgZwQ3Jx9JneNiAExkiMi1qgoozvhoQ49OFCNd4CyLqw5L2HpUnfUTHHMaM-ctf-Dpb-BV4O4Yh9tyLWA0eNvO981OCrjHRc/s1600/a.png" height="213" width="320" /></a></div>
<br />
<h3>
Synopses</h3>
<br />
You control a ragtag band of monsters attempting to loot treasure in a dungeon filled with heroes.<br />
<br />
Only one monster can be controlled at a time. Tag them out to let them regenerate health or access another set of abilities.<br />
<br />
The game focuses on area of effect, knockback-type abilities. Heroes can be killed instantly by knocking them into walls, traps and so on.<br />
<br />
Use the dungeon map to make your way through the dungeon as efficiently as possible otherwise the heroes will gain XP and become too powerful.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-53139516840812616892014-03-12T07:58:00.001-07:002014-03-12T07:58:41.708-07:007DRL: Day 4<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg92iM1hyphenhyphenoWrnz_weJxUcdxFUfQm08hMSsc2FveaA8BM4vgcgxSq3Icy1e_X5pG9s7uh-gdouRoYOzoLC1e4QPOyWOkZiRWKcJBKwyDTBJpWf_auQyso1gejxplVd1oo4IjYixHJ6x-nEU/s1600/a.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg92iM1hyphenhyphenoWrnz_weJxUcdxFUfQm08hMSsc2FveaA8BM4vgcgxSq3Icy1e_X5pG9s7uh-gdouRoYOzoLC1e4QPOyWOkZiRWKcJBKwyDTBJpWf_auQyso1gejxplVd1oo4IjYixHJ6x-nEU/s1600/a.png" height="213" width="320" /></a></div>
<br />Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-39287768193541974352014-03-11T08:13:00.000-07:002014-03-11T08:13:22.311-07:007DRL: Day 3Very, very "early alpha" playable version here: <a href="http://ragtag.magmafortress.com/">ragtag.magmafortress.com</a><br />
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I fixed up all the major bugs (that I know of,) added some more abilities then set it up so that you respawn with a randomised set of abilities whenever you die.<br />
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Then I wasted a lot of time trying to figure out why the game was not running the same on Google App Engine as it does on my desktop. I wish I'd tested this more before the challenge.<br />
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It basically came down to differences in the way some openGL resources are initialised.<br />
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Anyway, I'm happy to have a version released already.Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-58111632741756551112014-03-10T08:12:00.000-07:002014-03-10T08:12:03.356-07:007DRL: Day 2Day 1: <br />
I came up with a new idea while coding a bunch of player abilities. My current focus is to have a game based around knocking enemies into environmental hazards to kill them.<br />
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Dungeon rooms would be full of traps, explosive barrels and so on and you'll have a bunch of abilities to force enemies where you want them, get around the map quickly and create more hazards.<br />
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Day 2:<br />Having interesting rooms is going to be the big challenge in this game and it basically consumed the whole day. So far we've got spikes, pools of water, explosive barrels and bear traps and a bunch of other random clutter to fill up rooms. <br />
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I'm going for a sort of Sin City style look where it's mostly grey scale with effects in colour.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEia6xQeI7X8AmQeDVKGLFiaQF8MgA8D9W1Cslk42FzuNzOk5VUM39yGjrG0XKkZzhvnUAKsvQiP1BnrhjccGRWiuufvHc9bz1v3ZNOKNgyxQ5uuRrOiT5plc2wSn2RhZXhlDcR0FQqTCUE/s1600/a.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEia6xQeI7X8AmQeDVKGLFiaQF8MgA8D9W1Cslk42FzuNzOk5VUM39yGjrG0XKkZzhvnUAKsvQiP1BnrhjccGRWiuufvHc9bz1v3ZNOKNgyxQ5uuRrOiT5plc2wSn2RhZXhlDcR0FQqTCUE/s1600/a.png" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I like the candles</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2XRfYeUBVfOJMQf6-eCYZCyInrzh8VfaJ2ErncmK5SQdQoJP6uGwKZO0LlOYgAsYyHbDatCfamyYxaDrUyTT5fdog1z8wgAXolTyLEyZynOR_JzDcSZqFZaYzQFNJOaOwFKVGTbHCwyU/s1600/b.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2XRfYeUBVfOJMQf6-eCYZCyInrzh8VfaJ2ErncmK5SQdQoJP6uGwKZO0LlOYgAsYyHbDatCfamyYxaDrUyTT5fdog1z8wgAXolTyLEyZynOR_JzDcSZqFZaYzQFNJOaOwFKVGTbHCwyU/s1600/b.png" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Fus Ro Dah!</td></tr>
</tbody></table>
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Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-73180722342112403502014-03-08T19:45:00.001-08:002014-03-09T00:15:43.799-08:007DRL PreparationThe 2014 7DRL has begun and I'm now half a day into it.<br />
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I thought I'd do quick a post showing my starting point for this year's challenge. The following screenshots show what I'd done BEFORE the challenge started. <br />
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Isn't this cheating? I don't think so because I consider it to be working on the "engine", not the "game". Also, the official rules say it's fine, especially if I state what pre-existing code I started with, which I'm doing now.<br />
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Basically, I'd rather spend the 7 days working on gameplay instead of implementing path finding algorithms and so on.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1yjeet495tB1K69gNtrFM9sTEvCAApK9bOtghIy-sbwGL6KJg7m0zoWGE3ZVY86tcXo0o-vZ6x6rYGIaGh7sYb-IdmVl-LEk0uTOaHDTTtJyQB8AXDgj1XOa9xs4uNi3b9uOnW5y4CW0/s1600/1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1yjeet495tB1K69gNtrFM9sTEvCAApK9bOtghIy-sbwGL6KJg7m0zoWGE3ZVY86tcXo0o-vZ6x6rYGIaGh7sYb-IdmVl-LEk0uTOaHDTTtJyQB8AXDgj1XOa9xs4uNi3b9uOnW5y4CW0/s1600/1.png" height="192" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">basic layout and mouse input done</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPNrOXLkuVvQspGt0Y2Xp66qjpMhoi6M83JBTpKvVCXgEyvq61rg23VBNUnAEuLOn-Au98ceX1wjftC6vbK3MKp8Q_j65yJ6qwvIwIgrB5zW3L9vamO7Cc7cuzQE-4KuY0ox6rB2Ao7l0/s1600/2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPNrOXLkuVvQspGt0Y2Xp66qjpMhoi6M83JBTpKvVCXgEyvq61rg23VBNUnAEuLOn-Au98ceX1wjftC6vbK3MKp8Q_j65yJ6qwvIwIgrB5zW3L9vamO7Cc7cuzQE-4KuY0ox6rB2Ao7l0/s1600/2.png" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">oryx graphics</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeB3LUpTtznm_2iCggnTh9EYyHpP49itoHFzeRGXAmIhLEnYA75q3Z9HjQTWLdljna6exNwXxHw2p0smJC2iHqm8YEN4oZMdx2WpskvbBXwh1QTNFq3a_3NlFaN4xiiwnd4LJOpG9bSec/s1600/3.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeB3LUpTtznm_2iCggnTh9EYyHpP49itoHFzeRGXAmIhLEnYA75q3Z9HjQTWLdljna6exNwXxHw2p0smJC2iHqm8YEN4oZMdx2WpskvbBXwh1QTNFq3a_3NlFaN4xiiwnd4LJOpG9bSec/s1600/3.png" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">basic path finding added</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja8UtP7JfJxJ7YWXU2nU71l856cQQ-S96EEEgiKwLShFt6i4WkS9EV9vAXF9ABavJdGWMkJjXZZSXoyfF57emQm322quj1ITs6ZNJXg-obTK50gcpPyW6sSrSv_GK0hJHr4lOX35eCquw/s1600/4.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja8UtP7JfJxJ7YWXU2nU71l856cQQ-S96EEEgiKwLShFt6i4WkS9EV9vAXF9ABavJdGWMkJjXZZSXoyfF57emQm322quj1ITs6ZNJXg-obTK50gcpPyW6sSrSv_GK0hJHr4lOX35eCquw/s1600/4.png" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">monsters, basic AI, target</td></tr>
</tbody></table>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0KQJdPbz_ZUwi5SBFe-f1L0U9ZDpkY_ccPi_ij_jnm1fJks6Y6OHxgQMKcEp7j9ETL5hYGXSPMBB3USCHeHAsfZdZbQtPR7IdLdWtpeLTTTvtPFR6Mxjkhf-8NJ1S5RFeZq-PNTlDd48/s1600/5.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0KQJdPbz_ZUwi5SBFe-f1L0U9ZDpkY_ccPi_ij_jnm1fJks6Y6OHxgQMKcEp7j9ETL5hYGXSPMBB3USCHeHAsfZdZbQtPR7IdLdWtpeLTTTvtPFR6Mxjkhf-8NJ1S5RFeZq-PNTlDd48/s1600/5.png" height="213" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">HP, bars</td></tr>
</tbody></table>
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So there you go. The monsters are low on health because they've been attacking each other and the game crashes if your health drops to 0. I have a long way to go but I think it's going to be a fun week.<br />
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I'm using <a href="http://oryxdesignlab.com/">oryx's</a> tileset and targeting a HTML5/webGL release that should be playable in any modern web browser.<br />
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I've also been playing around with shaders recently and the engine already supports basic "glow" effects. If you're still reading, you can check out the "test app" running on Google App Engine at <a href="http://test.magmafortress.com/">test.magmafortress.com</a> and see the amazing glow in action by pressing "f" twice.<br />
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Edit: one more thing I forgot to mention that isn't shown in the screenshots is that my engine also has a simple particle effect system, which causes pixels to fly out when you hit a monster. Just thought I'd mention it in the interest of full disclosure as there's no way I'd have time to spend coding such a thing during the challenge.<br />
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<br />Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.comtag:blogger.com,1999:blog-4285980203914276886.post-7679063591505041982014-01-03T23:29:00.000-08:002014-08-03T01:00:15.029-07:00Hoplite News<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcGQXtY1enswLV32enhXLGV4STBDPzhP58nwvdrCDRVwKw3FxPAwF3Bj61cqTxIhheqDD6L7RXNuAYuPyFKuaz80gwDHLljaqQnB7EAMmiAl8SPqEu3yVkchN3MrH7vibHIXwhPspQjUY/s1600/helmetICON.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcGQXtY1enswLV32enhXLGV4STBDPzhP58nwvdrCDRVwKw3FxPAwF3Bj61cqTxIhheqDD6L7RXNuAYuPyFKuaz80gwDHLljaqQnB7EAMmiAl8SPqEu3yVkchN3MrH7vibHIXwhPspQjUY/s200/helmetICON.png" height="200" width="200" /></a></div>
Happy New Year!<br />
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The iOS release of Hoplite has been going very well. Thank you all so much for playing the game, telling your friends and tweeting about it.<br />
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Some recent Hoplite features/reviews:<br />
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<a href="http://www.pockettactics.com/news/ios-news/shield-hoplite-ios-android/">Pocket Tactics - With your shield or on it</a><br />
<a href="http://indiegameenthusiast.blogspot.com.au/2013/12/ios-spotlight-37-hoplite.html">Indie Game Enthusiast - iOS Spotlight</a><br />
<a href="http://fm4.orf.at/radio/stories/1731026/">Hoplite on German radio</a><br />
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Version 2.2.1 is under way and the beta is now available. See the <a href="http://www.magmafortress.com/p/beta.html">beta testing page</a> for more details (Android only)<br />
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Changes so far:<br />
<ul>
<li>fixed bug causing game to keep going after player won or died</li>
<li>fixed crash if game is paused immediately after giving an achievement</li>
<li>fixed crash on quitting game if google play service killed</li>
</ul>
Magma Fortresshttp://www.blogger.com/profile/00036049914361696986noreply@blogger.com