Why do people complain about roguelike mechanics in everything, but not this?
Notices by xianc78@gameliberty.club, page 2
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xianc78@gameliberty.club's status on Wednesday, 19-Mar-2025 06:27:18 JST xianc78
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xianc78@gameliberty.club's status on Tuesday, 18-Mar-2025 02:38:59 JST xianc78
@dedmos @crunklord420 Retro City Rampage, but that is literally an NES ROM running in an emulator.
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xianc78@gameliberty.club's status on Tuesday, 18-Mar-2025 02:38:57 JST xianc78
@Pawlicker @crunklord420 @dedmos Yes, but I'm pretty sure it's also just emulating the NES ROM.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 13:18:33 JST xianc78
>Received a new book on pixel art.
>Genuinely got excited.
>Realize that it's the indie pixleshit artstyle that doesn't even remotely resemble any retro console or handheld.:bunhdknife:
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:59 JST xianc78
Boss now teleports.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:59 JST xianc78
Added the fourth (and second to final) boss. I plan on having it teleport after shooting.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:58 JST xianc78
Boss now faces the player (within the constraints of 4 cardinal directions).
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:57 JST xianc78
Boss now has sound effects when shooting energy balls.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:56 JST xianc78
The levels are now bigger the deeper you go. It was something that I realized that I haven't implemented yet. This is the second to last level and the video demonstrates how it's bigger than usual.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:56 JST xianc78
Decided to call my game Refactored Depths. The name is a mirror reference and a reference to the randomly generated levels.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:55 JST xianc78
Title screen's typo has been fixed.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:55 JST xianc78
Title screen finally has a logo.
Shoutout to @Mr_NutterButter for designing it.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:54 JST xianc78
Created the last boss. (Last boss created, not the last boss that appears in the game.)
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:53 JST xianc78
Added a blue sword, which is even stronger than the white sword. There is no shop item for it yet, and as you can see in the video, there is no HUD icon for the blue sword either.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:53 JST xianc78
Created a new room layout. Zelda 1 had water-maze rooms, and I realized that mine didn't so I created one. Though I am kind of limited because the key will always be placed in a random room and the room coordinates for the key (in tiles) is always (10, 5), so I have to accommodate that when designing rooms like this.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:52 JST xianc78
You can now purchase bombs which will increase your maximum bomb count.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:51 JST xianc78
Main menu now has a background. It honestly looks like the most professional thing I have ever made.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:51 JST xianc78
Octorok-like enemies now shoot after walking a certain distance instead of being timer-based. SFML's built-in timers run with no way to pause which is why you often see them shooting when the player enters a room. This is honestly a better approach to this.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:50 JST xianc78
Boss now only appears after the player is out of the doorway and the trap-door closes. This prevents the player from leaving before the shutting of the trap-door.
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xianc78@gameliberty.club's status on Monday, 17-Mar-2025 08:24:49 JST xianc78
There is finally boss music. It was hard to find a good track because I don't want anything too epic as I might use that for a better game.
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