Megabyte Posted December 25, 2016 Share Posted December 25, 2016 Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already. Nagval333, Tom Atom, mickeyren and 1 other 4 Quote Link to comment Share on other sites More sharing options...
cjke Posted December 26, 2016 Share Posted December 26, 2016 This looks really great. I've only played it for a short amount of time, but very nice. I like the Reactjs approach - it's something I have been playing with as well and am finding I can easily transfer my day job (webdev) knowledge onto gamedev. Did you come across any major hiccups with using React? Quote Link to comment Share on other sites More sharing options...
Megabyte Posted December 26, 2016 Author Share Posted December 26, 2016 1 hour ago, cjke said: This looks really great. I've only played it for a short amount of time, but very nice. I like the Reactjs approach - it's something I have been playing with as well and am finding I can easily transfer my day job (webdev) knowledge onto gamedev. Did you come across any major hiccups with using React? Thnak you. React gived no any problems. I worried about performance of elements which overlap canvas, but looks like it doesn't give any impact. I update ingame UI not each frame. 4 times per second only. cjke 1 Quote Link to comment Share on other sites More sharing options...
cjke Posted December 26, 2016 Share Posted December 26, 2016 Very cool very cool. Quote Link to comment Share on other sites More sharing options...
Tom Atom Posted December 26, 2016 Share Posted December 26, 2016 Great game! Quote Link to comment Share on other sites More sharing options...
sanojian Posted December 26, 2016 Share Posted December 26, 2016 I really like this game. The graphics are charming and it is very well polished. I am only missing sounds and music. Quote Link to comment Share on other sites More sharing options...
Megabyte Posted December 26, 2016 Author Share Posted December 26, 2016 Thank you Tom, and Sanojian. I desided to omit sounds, because i played PixelDungeon for some months and always disable sound : ) Maybe ill add sounds soon. Quote Link to comment Share on other sites More sharing options...
Vauteck Posted December 26, 2016 Share Posted December 26, 2016 Very nice game, do you plan on selling it for exclusive / non-exclusive license ? Anyway congrats for all the work you have put into it. Quote Link to comment Share on other sites More sharing options...
Umz Posted December 27, 2016 Share Posted December 27, 2016 Really well made. Liked it alot, just couldn't get far enough! Not enough potions to take me all the way Quote Link to comment Share on other sites More sharing options...
Megabyte Posted December 27, 2016 Author Share Posted December 27, 2016 19 hours ago, Vauteck said: Very nice game, do you plan on selling it for exclusive / non-exclusive license ? Anyway congrats for all the work you have put into it. My planes for now, just keep it on my web site and look if people will like to play it : ) And make next levels step by sptep. 12 hours ago, Umz said: Really well made. Liked it alot, just couldn't get far enough! Not enough potions to take me all the way Maybe game too hard, as it is happen when some one make game for him self : ) Maybe i have to add easy/normal mode choosing? Quote Link to comment Share on other sites More sharing options...
danyburton Posted December 30, 2016 Share Posted December 30, 2016 I couldn't get past the hive yet, but it's pretty nice. Personally I prefer roguelikes to not be real time, but most people probably like real time better so that is understandable. I think the difficulty is at a good level for what it is and the game is fun, I like it better than pixel dungeon, unless I'm thinking of something else Quote Link to comment Share on other sites More sharing options...
Megabyte Posted December 30, 2016 Author Share Posted December 30, 2016 3 hours ago, danyburton said: I couldn't get past the hive yet, but it's pretty nice. Personally I prefer roguelikes to not be real time, but most people probably like real time better so that is understandable. I think the difficulty is at a good level for what it is and the game is fun, I like it better than pixel dungeon, unless I'm thinking of something else I decided make it realtime to make it's different from another roguelikes : ) Some time i want to pass difficult places in step by step mode too. But for really hard places you can slowdown speed of battle in settings menu. So you will have more time for fast intems management. Quote Link to comment Share on other sites More sharing options...
danyburton Posted January 2, 2017 Share Posted January 2, 2017 ok, that is an alright compromise Quote Link to comment Share on other sites More sharing options...
Goblet Ed Posted January 3, 2017 Share Posted January 3, 2017 Nice game! Giving it real time gameplay makes it intense! Quote Link to comment Share on other sites More sharing options...
teng2 Posted January 8, 2017 Share Posted January 8, 2017 How did you implement the fog of war? Quote Link to comment Share on other sites More sharing options...
Megabyte Posted January 8, 2017 Author Share Posted January 8, 2017 10 hours ago, teng2 said: How did you implement the fog of war? This file contains 256 variants of fog for one tile. Tile on map has 8 neigbor tiles. Check if all 8 neighbors visible or not, and so get 8 bits. This 8 bits is 0-255 numeric index, by this index we take fog tile on texture i showed. Ciro 1 Quote Link to comment Share on other sites More sharing options...
teng2 Posted January 9, 2017 Share Posted January 9, 2017 Wow, that's really cool. Is that the same as the line-of-sight system? How do you get the line-of-sight to go all the way down a zigzagging diagonal corridor? Quote Link to comment Share on other sites More sharing options...
Megabyte Posted January 9, 2017 Author Share Posted January 9, 2017 1 hour ago, teng2 said: Wow, that's really cool. Is that the same as the line-of-sight system? How do you get the line-of-sight to go all the way down a zigzagging diagonal corridor? fog and line-of-sight is not related actually. For line of sight, for each tile i made list of tiles visible from this tile, by simple ray tracing. on each map modification i recalculate lists of visibleTiles. When player go on new tile, just need eterate list of visible tiles and mark visible tiles (tile.isVisible=true); Then on fog draw, check isVisible property for each neighbor tile and calculate fog texture index. Quote Link to comment Share on other sites More sharing options...
Saitei Posted January 10, 2017 Share Posted January 10, 2017 Is the floor 32 monster with the hood bugged? It takes nearly 0 damage and kills the player within 2-3 hits. Quote Link to comment Share on other sites More sharing options...
JakeCake Posted January 10, 2017 Share Posted January 10, 2017 7 hours ago, Saitei said: Is the floor 32 monster with the hood bugged? It takes nearly 0 damage and kills the player within 2-3 hits. THIS!!???!!?=??!! OMG cant get past lvl 32!! Very nice game so far, seems very polished, but I hope to see more updates to the difficulty curve and randomization. Now that I got the hold of it, it's alright difficulty wise for me, besides lvl 32 of cause, but as a first-time player it was super difficult to get past even the first boss or two. Even now though, because of the randomization, some runs I just can't get very far because of poor items / not enough health-potion drops etc. So maybe some kind of rating of items and make them drop at least X amout before lvl 10, 20, 30 etc. instead of what seems like completely random drops. Very nice so far though Quote Link to comment Share on other sites More sharing options...
Megabyte Posted January 10, 2017 Author Share Posted January 10, 2017 11 hours ago, Saitei said: Is the floor 32 monster with the hood bugged? It takes nearly 0 damage and kills the player within 2-3 hits. I see your report in bug reports : ) Thank you. This ghost unit is very powerfull really. But they only one or two per level. So i thought its will be relativly balanced : ) Maybe try to trick him and just run to next level, or kill by paralyzation seed or gas. I made him less powerful anyway : ) - 20%attack and -20% defence. If i remember exactly. 3 hours ago, JakeCake said: THIS!!???!!?=??!! OMG cant get past lvl 32!! Very nice game so far, seems very polished, but I hope to see more updates to the difficulty curve and randomization. Now that I got the hold of it, it's alright difficulty wise for me, besides lvl 32 of cause, but as a first-time player it was super difficult to get past even the first boss or two. Even now though, because of the randomization, some runs I just can't get very far because of poor items / not enough health-potion drops etc. So maybe some kind of rating of items and make them drop at least X amout before lvl 10, 20, 30 etc. instead of what seems like completely random drops. Very nice so far though Thank you : ) I just made one small update. Added chest of inheritance, now, after death you can choose one item to pass to next life : ) Its like inherit item to your son. Maybe its will make game a bit easier and preexpectable. And one small bug for some browsers was fixed. Thank you all for feedback, i will update and fix bugs as soon as ill have time. Quote Link to comment Share on other sites More sharing options...
Saitei Posted January 11, 2017 Share Posted January 11, 2017 Any chance of adding functionality to export and import save data? Some of these runs are quite time consuming and I'd like to be able to turn off the computer without losing progress. (For example save allowing the user to copy a string containing all their save info, and load allowing the user to paste that string) Quote Link to comment Share on other sites More sharing options...
Megabyte Posted January 11, 2017 Author Share Posted January 11, 2017 1 minute ago, Saitei said: Any chance of adding functionality to export and import save data? Some of these runs are quite time consuming and I'd like to be able to turn off the computer without losing progress. (For example save allowing the user to copy a string containing all their save info, and load allowing the user to paste that string) Game saves after each level. And if turn of computer you will start from current level next time. If you lose all progress after closing browser, its probably bug, and i have to fix it. I didn make export, because its way to replay levels unlimited times, and its totally kill roguelike idea : ) Quote Link to comment Share on other sites More sharing options...
erich Posted January 11, 2017 Share Posted January 11, 2017 your game is INCREDIBLE !! well done Eric Quote Link to comment Share on other sites More sharing options...
Saitei Posted January 12, 2017 Share Posted January 12, 2017 It looks like one of the recent updates bugged the attempt counter. Every attempt is attempt 1/5 giving infinite retries. Quote Link to comment Share on other sites More sharing options...
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