gamedev
Tried to add random enemy placement to the dungeon, but they all appear in the same room. I realize that the common way to do RNG in C and C++, srand(time(NULL)) uses time (in seconds) as a seed, and since the loop obviously runs multiple times per second, I'm getting the same results.
I think my solution would be to use my own RNG algorithm with a seed that increments every time it is called.
gamedev
Added music and sound effects. Though, music was technically added previously, but I muted the previous recording.
Background music is "Dungeon 05" by Beau Buckley, released under the CC-BY-SA 4.0.
gamedev
Well, I did add one enemy, but it is just a stronger variant of a previous one.
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gamedev
Added text on the health bar to represent the HP and maximum HP.
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gamedev
Key and shield icons are now dark when they player doesn't have them, but light up when the player has them, instead of just appearing on the HUD when the player has them. The sword icon now indicates whether you have the wooden or white sword.
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gamedev
And I forgot to upload the video.
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gamedev
Adding the difficulty curve to the game by making it so that certain enemies only appear in certain levels. For example, for the first four levels, only the slimes and skeletons appear.
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gamedev
Added a "game over" jingle.
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gamedev
I'm now in the process of replacing the copyrighted assets with free-to-use assets or my own. So far, I only replaced the graphics for one enemy.
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gamedev
Replaced the BS Zelda slime sprites with my own.
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gamedev
Replaced the sprite for the blue octorok-like enemy with one of my own.
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gamedev
Replaced the BS Zelda skeleton sprite with one from Open Game Art, but it looks to small. I tried to look everywhere for 16x16 skeleton sprites and I can't draw my own, but this was the only one I could find.
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@xianc78 coming along really nicely
@xianc78 looks good
gamedev
@xianc78 it is inadequately proportioned in relation to the hero sprite. head is way too small. i'd lend you my skeleton sprites but they're 24x24.
gamedev
@xianc78 i will say though, for just a free indie game i don't think it matters too much. slightly conflicting art styles is a given for things like that. the closer you can get it the better obviously, but that'll happen.
gamedev
@xianc78 https://snoblin.itch.io/top-down-skeletons
those look a lot closer to your proportions. it's $2.60 though and obviously not a totally open license. still pretty cheap though all things considered and it might look better.
gamedev
@beardalaxy That sprite looks more suited for roguelikes anyway. The animation is also way too fluid, I could skip some frames in that animation, but the license is a huge deal-breaker. Codeberg requires me to put everything on an open-license.
The enemy doesn't have to be a skeleton. There is no mention of it being a skeleton in the source code and it doesn't throw bones or anything like that. I just used what made sense using BS Zelda's spritesheet as a placeholder. I also used BS Zelda sprites as placeholders because the size of the characters and tiles are the exact same.
gamedev
Added a slime enemy that takes one hit to kill.
I plan on balancing the enemy placement, having the stronger enemies appear in later levels because right now there is no change in difficulty whatsoever.
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