In the code, why put almost everything inside _init?
As far as I can tell from skimming, it looks like most of it could go in the global scope?
That's a good question – no reason, really. I'll probably move it out to save a few characters. :>
It seems to me like there are several places, such as falling and dying, where you want to do a whole-screen transition effect.
Do you think it might be feasible to split control flow early in _draw into "doing a transition" vs "not doing a transition"? Then you could assign to the variable controlling that split at the places where the transition starts.
function _draw() if falling > 0 then -- do the effect falling -= 1 else -- do the non-transition stuff end end |
That is, what I'm trying to get at, is - what are the advantages of doing it the way you did versus at the top of _draw?
In the beginning I had all the functions as game.do() and player.do() and entity.do() since it was more sensible to me. Generally I prefer to keep the control flow in the main loop pretty simple. Once the character limit becomes more of a problem I might have to do that, though.
re: putting stuff in _init
the code is called in order, so if you want to define a function at the bottom of your file, but use it earlier, you'd need to call it from _init since that gets called after the entire file is read.
Wow, what a rad game is what I thought to myself when first starting this up. I didn't really stop thinking that at any point throughout, either.
Great "ROGUE" contender. Wish I could carry more than 2-items at a time in my hands though. There's vertical space for it. :)
From someone that doesn't really enjoy rouge-like games like these, this is great! I really like the artwork and the controls feel very responsive and instant (due to the turn based mechanic I guess). It's interesting how it almost feels Zelda like with the pushable blocks and holes in the floor that you can fall down (Great animations and transitions on those too ;) ) which makes the game feel like an adventure instead of bombarding you with RPG stats that break immersion a bit.
This is really cool so far and I look forward to future updates on this!
Hydlide ! Now THAT was a challenging game for NES.
This is a beautiful game and the battle system is reminiscent of Hydlide. |
Oh god... oh no...
Hmm ... Sega Saturn. I never could get that emulator to run correctly in Windows.
I always wanted to play ASTAL again.
http://www.vgmuseum.com/scans/saturn/a/Astal%20(J)%20-%20Front%20Inlay.jpg
Hey guys,
I ended up making this more of a roguelike (!) and releasing it for 7DRL!
Binaries are here: https://cow.itch.io/tower-noire
Updated cart is in the first post.
I enjoyed this immensely! Would crawl in my blue pajama again!
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