Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Recent content by Flux_Capacitor

  1. Vapourware Codexian Game Development Thread

    Correct me if I'm wrong (I've only watched some vidoes of it), but from what I can tell, the main difference Knights of Pen and Paper has with a standard RPG is that the player is deciding how many enemies to fight each combat. Basically you're just picking a new difficulty setting every combat...
  2. Vapourware Codexian Game Development Thread

    Been working on a game for the past month and a half. Core concept is you are a dungeon master creating and running adventures for an AI controlled party/group of players. So you put together maps, run encounters, and play the monsters in combat while the AI players make decisions about what to...
  3. Space Wreck Demo feedback loop (SPOILERS)

    Only got a chance to spend a few minutes with it. Will try for more later. Cool aesthetic. Besides what others have said - - Give the option to exit the credits screen - I didn't watch all of it, but in the intro, there aren't any periods on the sentences - The scrolling of the view window needs...
  4. Vapourware Codexian Game Development Thread

    Do you not have some way for the player to define some sort of formation for their party? That would seem to be the most ideal. And you can simply rotate it based on surprise, terrain, or other conditions.
  5. Magic & Mercenaries: The Curse of Eternal Darkness

    Something super minor, but I was wondering if you had a reason for having mana on the left, and health on the right. From what I remember of most old school games, it was the opposite.
  6. Magic & Mercenaries: The Curse of Eternal Darkness

    As the old adage goes: the first 90% takes 90% of the development time, the last 10% takes the other 90% of the development time.
  7. Magic & Mercenaries: The Curse of Eternal Darkness

    I went through a similar process of switching to text-based item representation. I'm kind of wondering what actual advantages icons have over text, rather than looking pretty. With text, I can quickly and easily know and distinguish between a Long Sword of Destruction and a Short Sword of...
  8. Prelude to Darkness is a pretty damn awesome RPG

    The game is actually pretty darn good. I've been mostly lucky, and have had very few problems. Only done a bunch of stuff in the initial town, though. I would say the biggest issue is simply the UI and interface; its just awkward. Its terribly inconsistent, almost intentionally so.
  9. Soul of War Inspired by Dungeons & Dragons

    Yeah. However, the file is called 'Copy of Soul of War v1.3c.exe'. Been working on my own game and some other stuff, so I haven't been able to play it much lately. Had a party from the old version, consisting of a Monk, Paladin, Barbarian, and Bard, who were in Vesper. Looked around the city...
  10. Soul of War Inspired by Dungeons & Dragons

    When I try to download the file, it says the filename is v1.3b. Is this just a naming error, or has the file not been properly updated?
  11. Soul of War Inspired by Dungeons & Dragons

    According to Matthew Pablo's site, that music doesn't seem to be free, so you were misinformed. https://matthewpablo.com/music/video-game-music/ Search for 'Woodland Fantasy'. You can purchase a royalty free license for $20. I'm not sure where you were told it only requires attribution. Did...
  12. Soul of War Inspired by Dungeons & Dragons

    Its entirely possible the music is the same. Artists often license their work to multiple people/companies. They, you know, do that.
  13. Soul of War Inspired by Dungeons & Dragons

    Ok, I must be blind, cause I'm just not seeing where to buy torches or lanterns. The best I've found is camping supplies, which says lamps are included, from the blacksmith in Trent. But I'm not seeing any way to use those lamps. The other two merchants I've found in Trent have a couple minor...
  14. Soul of War Inspired by Dungeons & Dragons

    Congratulations. I'm surprised they're making that a requirement. My main issue with graphics is one of visibility and clarity. They are many times where its nearly impossible to tell what's going on, or distinguish between the characters and the environment. Its especially bad at night time...
  15. Soul of War Inspired by Dungeons & Dragons

    I misunderstood how you implemented domains. Rather than granting those spells to the character automatically, they're instead added to possible spell picks when you level up. I was able to download the new version later. I feel that supporting and helping people who make games I want to play...

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom