Author Topic: RogueBox Adventures (preview, roguelike/sandbox game)  (Read 5076 times)

congusbongus (OP)

  • Posts: 80
    • congusbongusgames
RogueBox Adventures (preview, roguelike/sandbox game)
« on: May 06, 2016, 12:42:50 pm »
Introducing an interesting FOSS roguelike/sandbox hybrid game being ported to GCW0, RogueBox Adventures, by themightyglider!



Download .opk (preview)

In this game, you can fight monsters, chop wood, mine for rocks and craft items, furniture and so on, in a randomly generated world.

Plenty of work has already been done to port to GCW0; the developer has redesigned the GUI to suit the small screen. A few kinks remain, and all help is welcome. Please try it out and give some feedback!

Website http://themightyglider.github.io
Author themightyglider
GitHub https://github.com/themightyglider/RogueBox-Adventures
Roguebasin entry http://www.roguebasin.com/index.php?title=RogueBox_Adventures
Freegamedev thread http://forum.freegamedev.net/viewtopic.php?f=22&t=6795
Platform python/pygame
License GPLv3

A few caveats with the preview:
  • Map generation is slow
  • Use B for enter/accept, A for cancel
See https://github.com/themightyglider/RogueBox-Adventures/issues/7 for details.

Aeter

  • Posts: 328
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #1 on: May 07, 2016, 07:55:34 pm »
Looks cool, I'll give it a go.
~cucullus non facit monachum~

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #2 on: May 09, 2016, 04:56:06 pm »
Finally I've managed to join this board. I'm the developer of RBA and highly interested to port this game on the GCW0 because I think the game is perfectly suitable for a handhald.
At the current state there is still a lot of work to do. Mainly the ingame menues have to be redone for the small resolution of GCW0.  Furthermore I think I will limit the world size to 50x50 tiles per layer. It would be great if anybody could tell me how long It takes to generate a small world. Sadly I don't own a GCW0 At the moment but I will try to change this as soon as my financials allow this.

I' m looking foreward to work togetber with this comunity.  :)

gameblabla

  • Posts: 1375
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #3 on: May 09, 2016, 05:11:22 pm »
Quote
At the current state there is still a lot of work to do. Mainly the ingame menues have to be redone for the small resolution of GCW0
Well, there is another lazy way but here's what you can do :
Since the GCW Zero can downscale games with hardware acceleration using the IPU,
set the resolution to 480x360. (i see that your game is using a 640x480 with black bars so remove those black bars)
Then, simply add this line to your desktop file :
Quote
X-OD-NeedsDownscaling=true

Tada, no need to redesign the game. :)
(Yeah i know, it will look blurry and all but that's still better than a console with no games)

Quote
Sadly I don't own a GCW0 At the moment but I will try to change this as soon as my financials allow this.
If you don't own a GCW Zero, then you can give this a shot :
http://www.gcw-zero.com/news.php?id=13

Also, i need to mention : those graphics are terrible.
It needs more anime.

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #4 on: May 09, 2016, 07:19:23 pm »
@gameblabla : Do you mean the the graphics should be animated or do you like them to look more anime-like?
I know I am not a big artist but I think this graphics are better then a mixed tileset from different sources. Maybe I'll add a possibility to use texturepacks some day. But this will only make sense with a few people who would like to make a few people who would like to create some alternative graphics for the game.

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #5 on: May 10, 2016, 07:21:22 pm »
I tried out the emulation with qemu.  It is really slow but at least I could try if things are working. It still would be interesting how long world generation takes on real hardware.

gameblabla

  • Posts: 1375
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #6 on: May 10, 2016, 09:17:18 pm »
Quote
Do you mean the the graphics should be animated or do you like them to look more anime-like?
I meant anime-like, yeah.
Reason why i'm suggesting is because sadly, i see literally no open-source games with this kind of art-style
and in a world full of billionaires, call of duty and battlefield games, it just makes me sad...

Quote
I tried out the emulation with qemu.  It is really slow but at least I could try if things are working. It still would be interesting how long world generation takes on real hardware.
What are your specs ? It surely won't run fullspeed on a dual core processor !
Also, i can't really tell you about the world generation, since i have broken my zero... (i knooooowwww)
How long does it take on your computer ?
« Last Edit: May 11, 2016, 12:03:16 pm by gameblabla »

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #7 on: May 11, 2016, 08:15:41 am »
Quote
I was anime-like, yeah.

Do you mean something like this?

http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v181

Remembers me to the good old jrpgs back in the 90's.

Quote
What are your specs ?

I'm on a i7 quad core... But it seems to be a problem with python games. I tried Slappa! too and this one won't start at all.
Or it is a problem with my game it self.
Maybe its because the emulator only supports software rendering. I had similar problems when I tried to build a Android port.

Surkow

  • * Administrator
  • Posts: 670
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #8 on: May 11, 2016, 09:49:40 am »
Quote
I was anime-like, yeah.

Do you mean something like this?

http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v181

Remembers me to the good old jrpgs back in the 90's.

[...]

Nice tileset. The license is very permissive (CC-BY-SA 3.0).

gameblabla

  • Posts: 1375
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #9 on: May 11, 2016, 12:10:34 pm »
Do you mean something like this?
http://opengameart.org/content/dawnlike-16x16-universal-rogue-like-tileset-v181
Remembers me to the good old jrpgs back in the 90's.
Yeah, like that.
That seriously looks cool, i would love to see you use them for your game !

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #10 on: May 11, 2016, 03:08:28 pm »
I guess by default it would cover 80% of the graphics my game needs. With a few moderate changes maybe 90%.
Maybe I could add a option to the game. Something like western style for my graphics and eastern style for this one.

I could try to contact the original artist as well. Since no big project seems to use his tiles he maybe would be happy and can help me out with the missing 10%.

congusbongus (OP)

  • Posts: 80
    • congusbongusgames
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #11 on: May 12, 2016, 03:01:39 pm »
On my device, a small world took 1:09, medium took 8:10 to generate, and I didn't want to try large  :P

Saving the game takes long as well, maybe 1/3 of the loading time.

I think this is a good chance to do some software optimisation.

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #12 on: May 12, 2016, 05:34:03 pm »
@congusbongus Thanks for the info. Maybe if I reduce the world size a bit more I could get the time for generation down to less then 60s. Maybe I should rewrite the save/load functions as well. I could try to save every map to a seperate file, so the game could load just the one map that is used instead of the whole world at once. Maybe I could let the game generate the maps if they are entered the first time too.

Whats about the performance while playing. On the emulator I can notice a little delay between keypress and the games reaction.

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #13 on: May 21, 2016, 07:25:34 pm »
Ok I've modified the code a little bit and now the game runs smooth on the emulator.
To be exactly I've diasabled the shadow-casting in the low-resolution-mode. I guess this will be no problem because the GCW0#s small screen.

The long time for world generation and saving/loading is still a problem but I plan to shrink the whole game world a bit. This should lead to a generation time to less then a minute and the time for saving/loading to less then 20s. I think this should be acceptable.

If you like to test this changed version here is a link for you:

https://www.dropbox.com/s/tl86fcvzetfhrmp/rba.opk

themightyglider

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures (preview, roguelike/sandbox game)
« Reply #14 on: June 01, 2016, 02:17:44 pm »
I've made good progress with the port.
Here you can read more: https://github.com/themightyglider/RogueBox-Adventures/issues/7#issuecomment-222987374

 

Post a new topic
Post a new topic