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Messages - NMcCoy

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1
Blatant Bakery (and other wizard deeds) / Thread of wild ideas
« on: March 26, 2015, 12:23:06 AM »
1. limit special panels to 4 on the board at a time, so it always takes a cascade to clear/activate them (drawback: lose the satisfaction/strategy of double impact)
2. instead of or in addition to having special panels, do "charged" normal panels that do an extra effect when cleared
3. increase the value of triple+ combos?
4. highlight panels with 5 or more on the board, either normally, when low on time, or with a status
5: "blind" status that hides your cursor
6: Jumpy status, cursor moves 2 at a time
7: increase value of chain-activated attacks

2
LegendGear 2 / LegendGear 2 Download and Overview
« on: August 29, 2014, 04:30:28 PM »



The frost staff slows enemies and freezes water.

Updates
  • 8/31/2014, v2.b.0.2: Fixed missing localization for death by glitter spell. Fixed starglass sword breaking on a non-critical hit.
  • 8/30/2014, v2.b.0.1: Fixed a bug that caused a crash when enemies were killed.

Overview of Features
(Note: LegendGear 2.b.0.1 is an early beta version; certain world generation features are not yet implemented, and some items and features may seem to have no apparent purpose.)

Falling Stars
Falling stars are a central focus of LegendGear 2. When in the dark under an open sky at night, from time to time a star will fall out of the sky. If you collect it before it disintegrates, you'll be rewarded with a star piece, used in crafting all kinds of things. A star piece can be broken into 3 stardust, and nine of them can be assembled into a starstone. Right-clicking with a star piece in hand will infuse it with 3 of your experience levels, turning it into an infused star piece, which can likewise be crafted into infused counterparts of the above.
Recipes

Starglass
Sand and stardust combined and then smelted will create starglass, a form of glass that can both contain and conduct magical energy. A primary use of starglass is crafting it into a hollow starglass shell, which can then be filled with a variety of things... if you have some way to somehow put something inside a sealed glass sphere. Hmm.
Recipes

Dimensional Catalyst and Abstraction Gel
Infused stardust and an ender pearl can be combined to create dimensional catalyst, a substance that can teleport objects short distances. It is an essential tool when working with starglass shells, as it is the only way to put things inside them. Please do use caution when handling it, however.
Infused stardust and a slime ball make another important tool, abstraction gel, which can extract and reify a concept from another material, solidifying it into a nucleus. Nuclei are used to create a variety of potent magical objects.
Recipes: Catalyst and Gel
Recipes: Nuclei
Recipes: Shells and Orbs

Starsteel
Iron and infused stardust can be fused to create starsteel, a magically energized metal. Normally, dimensional catalyst is used to embed the dust directly into the iron, though if you have a way to create iron dust, the dusts can be mixed and smelted. Currently its only use is to craft the magic boomerang, but other applications are certainly on the horizon...
Recipes

Magic Staves
The staff is a new kind of weapon, used to cast an offensive spell in a medium-range area of effect. Charge it up by holding right click, and then release to cast the spell. Different staves provide different additional effects - the frost staff freezes water and slows enemies, while the ember staff melts ice and ignites foes. Use caution - you can hit yourself with your own spell if your targeted area includes you. Also, wearing armor will increase the time it takes to cast your spell, depending on how heavily armored you are.
Recipes
(and similarly with other orbs)

Emerald Shards and Hearts
Adventuring is lucrative! Enemies can drop emerald shards when slain, which can be combined into emerald pieces by right-clicking or crafting 8 of them. Emerald pieces can similarly be converted to emeralds - it takes 8 pieces (or 64 shards) to make one full emerald. Enemies might also drop hearts, which heal you instantly when collected. Emerald shards and hearts can also occasionally be found by breaking tall grass, though there are limits to the effectiveness of this approach.

Support LegendGear!

If you like this mod and want to support its continued growth and development, you can provide a donation via PayPal or purchase my latest game, Dragondot 2. All suggestions and requests provided by supporters will be seriously considered and personally responded to, plus you can have your name immortalized in the LegendGear Patron Hall of Fame, right here.
LegendGear Patron Hall of Fame!
None yet - you could be the first!
(If you donate or buy my game, please let me know your email address (for confirmation purposes only), how you want to be credited, whether you want your donation amount posted, and if you would like a web link and/or short message added to your Hall of Fame entry.)

3
Dragondot 2 / Re: Now available! (Mac and Linux builds coming soon!)
« on: July 25, 2014, 05:39:14 PM »
Nothing for certain, but features I considered that were cut for time and design focus were a survival mode, a final boss fight, additional characters, and a player 2 kobold helper.

4
Dragondot 2 / Now available! (Mac and Linux builds coming soon!)
« on: July 15, 2014, 10:08:44 PM »

5
Announcements / Dragondot 2 Trailer
« on: July 02, 2014, 12:06:15 AM »

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[unnamed stargame] / Re: Screenshot of the Day
« on: February 08, 2014, 01:26:29 AM »

This placeholder rectangle must be destroyed!

7
[unnamed stargame] / Re: Screenshot of the Day
« on: February 07, 2014, 04:40:59 AM »

Minimap arrow - finally I can stop losing track of Slabhenge when I wander off.

8
[unnamed stargame] / Re: Screenshot of the Day
« on: February 05, 2014, 10:05:52 PM »

Pink is a fine color for a powerup meter.

9
[unnamed stargame] / Re: Moderately Cryptic Daily Devlog
« on: February 03, 2014, 11:14:55 PM »
2/3/2014: Polished up special effects considerably, did some sound work as the existing sounds really weren't sufficient to keep up with the intensity of the visuals.

2/4/2014: Sleep cycle terrible. Didn't get to bed until 11am, slept all day. Accomplished nothing notable.

2/5/2014: Sleep cycle still disrupted (anti-shoutouts to 5am fire alarms). Factored out my healthbar-drawing code into a static function for reuse. Made a super attack meter, tied it to score gain for now.

2/6/2014: Made an AI setup for fleeing from the player, for boss-fight-ish testing. (Not currently calibrated for railmode, though that would probably be even simpler to make.)  Made a minimap arrow thingy for important points of interest that are outside of the minimap's field of view.

2/7/2014: Drew and coded a hud target callout, for showing mission objectives, boss/ally lifebar, etc. Figured out how to sort HUD layering properly.

10
[unnamed stargame] / Re: Screenshot of the Day
« on: February 03, 2014, 11:11:30 PM »

Even in a static screenshot, this super attack chargeup looks pretty sweet.

11
[unnamed stargame] / Re: Screenshot of the Day
« on: February 01, 2014, 07:06:20 AM »

Working on [super attacks]. Nice, but could be even better.

12
[unnamed stargame] / Re: Screenshot of the Day
« on: January 30, 2014, 04:01:22 PM »

Such explosions.

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[unnamed stargame] / Re: Screenshot of the Day
« on: January 29, 2014, 11:10:18 PM »

Colorful ribbons of obstacle-avoidance demonstration. Maybe I should make this a thing.

14
[unnamed stargame] / Re: Moderately Cryptic Daily Devlog
« on: January 28, 2014, 11:44:12 AM »
1/27/2014: Considered more story structure and character plans. Implemented a basic "keep the player in bounds" setup for free-roam mode. (Actually realized I could get it basically for free with my existing waypoint system plus an exit trigger; it works surprisingly well.) Attempted to fix sleep cycle.

1/29/2014: Did lots of work on obstacle-avoidance AI. Still not quite where I want it, but it's decent enough so far. My naive algorithm seems to work better than the fancy alternative I have. Coding, testing, debugging.

1/30/2014: Started laying the groundwork for 'bombs'. Set up an audio deduplication trick, so everything blowing up at once doesn't hurt your ears.

2/1/2014: Implemented time-stop and some basic special effects for the aforementioned 'bombs'.

15
[unnamed stargame] / Re: Screenshot of the Day
« on: January 25, 2014, 12:17:29 AM »

Adding visual interest. Shouldn't overdo the light sources, though.

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