About rogual (twitter: @roguax)

i like buttons

Entries

rogual's Trophies

Laser Bear Approval
Awarded by Hempuli
on April 28, 2010
Award for being able to work while being constantly talked to on IRC
Awarded by skintkingle
on April 26, 2010

rogual's Archive

Aw yiss

Posted by (twitter: @roguax)
Wednesday, August 19th, 2015 6:30 pm

a

Hot Tip

Posted by (twitter: @roguax)
Sunday, August 16th, 2015 3:54 pm

If anyone else is developing on OS X, Quicktime Player takes really good screen recordings (File -> New Screen Recording). You get a .mov which can go straight up on gfycat.

Posted by (twitter: @roguax)
Saturday, December 6th, 2014 2:27 pm

Screen Shot 2014-12-06 at 21.25.17

 

I’ve added boxes, and you can throw them around, and vehicles come and bring more boxes and clear them away. I don’t even know what I’m making anymore. Having fun though :)

Play online: http://foon.uk/ld31/

IS GO

Posted by (twitter: @roguax)
Saturday, December 6th, 2014 4:42 am

Screenshot “4” U

Screen Shot 2014-12-06 at 11.41.25

U want 2 play? Load ur browser 2 http://foon.uk/ld31/

Idea Sketch

Posted by (twitter: @roguax)
Saturday, December 6th, 2014 2:57 am

plan

 

I’m thinking of doing a run-n-jump-n-fight dealie where the screen doesn’t scroll, and you don’t visit new areas, but instead the scene you’re in slowly changes. So, you might burn down a house or a road might get built and then tanks would come along the road and soldiers would pop out and shoot you.

There could even be little puzzles to solve, like — there’s a boulder blocking the way so you have to remove it somehow. Not so you can get past, but so the construction crew can get past to build the road.

Maybe at one point it could snow, and you have to fight snowmen for a bit, as a little nod to the theme that might have been.

What d’you think?

 

Posted by (twitter: @roguax)
Friday, December 5th, 2014 6:29 am

Trying to think of snowman games because I think the theme is a foregone conclusion at this point.

YOU DIED

Posted by (twitter: @roguax)
Sunday, August 24th, 2014 12:54 pm

Screen Shot 2014-08-24 at 20.51.15

Not even nearly finished. Where did all the time go? There was so much time!

 

something

Posted by (twitter: @roguax)
Sunday, August 24th, 2014 10:54 am

https://dl.dropboxusercontent.com/u/52635835/out.gif

There is no way I’m going to finish this in time.

end of day one

Posted by (twitter: @roguax)
Saturday, August 23rd, 2014 7:32 pm

shot1

Alright! So today I’ve made:

  1. JS canvas drawing & input code
  2. Basic entity system
  3. Physics using Nape

Still to do:

  1. Add the actual connected worlds!
  2. Make it possible to win or lose
  3. Proper enemies
  4. Items
  5. Sound
  6. Bosses

I don’t know if I’ll get everything on the to-do list done tomorrow, but I’m feeling good about my chances of submitting something. Catch you later!

 

ok actually going to make something now

Posted by (twitter: @roguax)
Saturday, August 23rd, 2014 6:54 am

idea

come on brain why can’t you idea

Posted by (twitter: @roguax)
Saturday, August 23rd, 2014 5:38 am

CONW

Forest Feud

Posted by (twitter: @roguax)
Monday, July 29th, 2013 2:59 pm

fire

Unfortunately I didn’t get to spend the last two days on my game, so I haven’t added a single player campaign like I wanted. You can still play single player, but there’s no win condition.

You can play the game here. Enjoy!

Base building

Posted by (twitter: @roguax)
Saturday, July 27th, 2013 2:54 am

build

I feel like I can finally call my game an RTS. Everyone now starts with a castle. If you go up to your castle and press the action key, you get this menu. Each building costs 3 rocks. When you choose one, it goes in your inventory and you can place it wherever you like.

base

Buildings implemented so far:

  • Castle — lets you build other buildings.
  • Mine — sucks minerals out of the ground every 30 seconds, and dumps them in front of itself. You have to come and take the minerals away for the mine to start mining more.
  • Factory, Wizard’s Tower, Cauldron — each let you build different sorts of items from raw materials.
  • Wall — keeps enemies out.

I’d originally planned to make this multiplayer-only, but I’ve probably overestimated the number of people who’ll be online and playing my game at any given moment. So, I’ll add a basic single-player campaign. I’m not going to try and do sophisticated AI, just hordes of enemy creeps that spawn from dens. Destroy all the dens to win.

Trading

Posted by (twitter: @roguax)
Friday, July 26th, 2013 1:05 pm

trade

Just added the first type of building: a shop where you can trade stuff for other stuff. You can’t build these; they’re scattered randomly around the map when the game starts. If you find a good shop, you’ll want to secure the area so your enemies can’t take advantage of the great deals.

Now to add buildings you can actually build, and finally turn this thing into an RTS.

Day 3: Multiplayer!

Posted by (twitter: @roguax)
Wednesday, July 24th, 2013 2:15 pm

mpc

Multiplayer is now working! You can host a game and connect to somebody over the internet, as confirmed just now on IRC. Hooray!

As for the game itself, it’s still really basic. You can wander about, and you have one item: an inexhaustible fireball scroll. In the actual game you’ll have to find and construct your own weapons (hence the whole strategy part) but for now, have fun shooting each other.

If you’ve got Firefox 23 you can play it at http://foon.co.uk/forest-feud

Day 2: Maps & movement

Posted by (twitter: @roguax)
Tuesday, July 23rd, 2013 10:44 am

Capture Capture1

I’ve now got a map generator, collision detection, and player and camera movement. So, the game generates a big ol’ forest and you can walk around it. Some more gameplay info:

  • 2-4 players. Each player starts at a corner of the map.
  • Collect resources, buy and make weapons, build buildings.
  • Attack enemies; Zelda-style combat.
  • Buy things in shops.
  • The best resources and shops are near the centre of the map, so you’ll have to fight for them.
  • Conduct surveillance on enemies; drop cameras around the map so you can see what’s going on.
  • Respawn at your base when you die. If your base is destroyed you can’t respawn anymore so you’re out as soon as you die.

This is all planned stuff, and I probably won’t get to do all of it. My next task is getting multiplayer working smoothly. I already have a lobby, chat, host & client system so I just have to implement the nitty-gritty “move that thing there” messages.

[cache: storing page]