Tarogue - isometric game

Community Forums/Showcase/Tarogue - isometric game

AdamStrange(Posted 2016) [#1]
https://adamstrange.itch.io/tarogue



It's finished. Currently OS X only, but widows version soon :)


coffeedotbean(Posted 2016) [#2]
O.o looks nice it a little gridy


Derron(Posted 2016) [#3]
The reason for the silence the last days :-)

What are these rectangular brightness-differences at the walls - especially visible next to the torches.


Dunno why, but the player/character reminds on cartoons like the gummy bears :-)


bye
Ron


Mainsworthy(Posted 2016) [#4]
Adam your the best games developer.


degac(Posted 2016) [#5]
Nice looking & feeling!
It has something 'good' :)


AdamStrange(Posted 2016) [#6]
Download is now available for osx - it was listed as "This game is currently unavailable"
9mb download - all blitzMax

base resolution is 256x192 (but it does display some things at much higher resolution)

It's got full sound, dynamic music (it changes and is not set)
dynamic lighting - (derron noticed)


AdamStrange(Posted 2016) [#7]
OK. Now the big news. it's been released on windows!!!!!

But, it's not been fully tested so let me know if it does something odd? Please :)

https://adamstrange.itch.io/tarogue

and a few more pics:








Derron(Posted 2016) [#8]
Dunno if this is normal but I get a shaky-character:


Seems it gets the same scale than the tarot-cards in the bottom left.


Q: Am I supposed to be able to jump to the card at the first map screen? Cannot jump on the stone.


PS: played this using wine on linux.

bye
Ron


Brucey(Posted 2016) [#9]
Something wrong with the text - here on my iMac. The red/white text does not show in the main menu, and there is no text at all on the options page.

As a personal preference, I don't like the arrow keys navigation.
And also, an option to disable the grid would be nice too :-)


Matty(Posted 2016) [#10]
Looks nice but runs at about 2fps on my work pc. Work PC has the following specs:

(character takes about 20 seconds to walk from one side of the room to the other)

Intel Core 2 Duo 3GHz
4GB RAM
Win 7
Intel Onboard Graphics (1.7GB VRAM)


AdamStrange(Posted 2016) [#11]
Q: Am I supposed to be able to jump to the card at the first map screen? Cannot jump on the stone.

ok, how are you jumping? what do you expect to happen (that isn't happening)

Something wrong with the text - here on my iMac.

do the graphics show up, do you hear sound?

Looks nice but runs at about 2fps on my work pc

not sure about that one. compiled on win10


Derron(Posted 2016) [#12]
At the start map-"room" there is a stone with that card on it.

I tried moving and jumping ...or just moving in front of the stone then stopping and just pressing space to jump.


@pulsing text
It looks odd when the red inner text fill turns grayish like its ouline. Maybe do it a bit darker to still keep the outline-look.

@cursor keys and brucey
Allow WASD in parallel ..or what are your desires?


Bye
Ron


RustyKristi(Posted 2016) [#13]
Runs fast here. Did you use shaders for the pixelated effect?


Derron(Posted 2016) [#14]
He is using an overlayed grid - which is why you still see the "narrow" pixels right in the center (we wrote about in in the thread of the "mondo"-game).


bye
Ron


AdamStrange(Posted 2016) [#15]
@derron So you can jump - excellent :)
to jump:
move and fire. you will jump in the direction you are moving. if you 'hit' anything you will stop moving in that direction
so... you can just stand and jump, you need to move+jump (and make sure there is enough room

Questions
is this jump method too confusing?
should I enable moving while jumping (you could jump then move in a different direction?)


Derron(Posted 2016) [#16]
@ title screen
is it you - or are there really guys offering their "face looking mysterious" for free to use?


@ jump
This is what I tried (moving + jumping) ... Tried it again ... and reached the card when I tried to jump behind that stone ... so this was the reason for not getting to the card: I assumed it to be more in the front than it was.


PS: you are able to switch looking-direction while jumping.
PPS: once you get used to the controls, jumping on things isn't that hard anymore, so "imho" it does not need adjustments.

bye
Ron


AdamStrange(Posted 2016) [#17]
no, it's not me ;p

hehehe

mmm, confirmed - you can change looking direction whilst moving

:)


Derron(Posted 2016) [#18]
Did you also have a look at "shaky character" (see animation).

I assume you animate the cards in the top left using "SetScale" (or something similar) and while this scale is adjusted, you are drawing the player.

This is why the figure pulsates the same way as the cards do.



bye
Ron


AdamStrange(Posted 2016) [#19]
nope
the player 'pulses' cause he's breathing!


Derron(Posted 2016) [#20]
I thought of that too but he only moves leftwards. The scale should be done with a centered sprite origin when drawing it.
the result would be a growth in both directions.

Bye
Ron


Mainsworthy(Posted 2016) [#21]
Adam it looks like a game Id be buying, my games are definatly querky indie amateur, you have shown me its worth the effort to make a game look good, but I dought I will ever be doing so.


degac(Posted 2016) [#22]
Tested on a x86 W10 64bit.
Everything it's fine.
I can jump, move around the rooms (M = maps !)
Sound OK, Music OK
I like the feeling, the graphics... it's like Heimdall or Cadaver!
Well done!

ps: I've understood that you need to collect the various tarots to have some special powers (like 'unlock the door').
A brief help at the start would be nice :)


Brucey(Posted 2016) [#23]
do the graphics show up, do you hear sound?

Yes, and yes.
I should also point out that the "green" text is visible.

the player 'pulses' cause he's breathing!

Can you make him breathe faster after he's been jumping around a lot?


AdamStrange(Posted 2016) [#24]
ok. so still no text apart from the green text?

What does the font look like in the green text. is it the same as the font used below?



Derron(Posted 2016) [#25]
I assume these arrows only appear once you get one of these 3 ranks (bronze, silver, gold) ?
(I do not see them when I start the game - but cannot imagine that this should be an bug).


bye
Ron


AdamStrange(Posted 2016) [#26]
the arrows are not yet implemented. They will become live in a further revision - that's why I've currently removed them ;P


Brucey(Posted 2016) [#27]
What does the font look like in the green text

Good point. It looks like the "default" BlitzMax font, or something similar, rather than your custom one.


Matty(Posted 2016) [#28]
Plays fine on home pc. Keyboard controls are a bit weird. I keep pressing two keys left and down for example to want to move in that direction. The key mapping from keyboard space to screen space is not the best but i know why youve done it that way.

I didnt get too far. The cards on top of spiked bricks i had no way of getting without losing a life.

One card said a door had been unlocked but all the locked doors i could find were still locked.

Graphic style is ok. The grunts when he jumps makes me think he's getting hurt.

His walk animation looks a bit funny.

There is a distinct lack of solidity to the appearance of objects in the level...they are ghostly.

One room had a white butterfly-like things that stopped me moving past the entrance to the room. Had to exit and go back in again to reset its position.

It's a nice little game. Wish you could fight monsters though.


AdamStrange(Posted 2016) [#29]
OK,
new versions of OSX and Windows available for download

changes:
fixed osx font and sound
some new graphics
new scroll start screen


Trinosis(Posted 2016) [#30]
I really like the look of this game. :)


Hardcoal(Posted 2016) [#31]
Adam Is my Hero.!! (After Iron man)