Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - sandstrand

#1
Has anyone tried running the downloaded package for 1.4.5 under OSX? Simply running the solarus.app does not work for me, nothing happens.

I have no real experience with OSX packages so I don't know what is wrong but the Contents/MacOS/Solarus file does not seem to be natively executable.

Update:

Copying the .dylab and .framework files to /usr/lib and /Library/Frameworks respektively seems to allow for the solarus.app to launch but when I replace the data folder in the package with my own project's data folder the solarus.app launches to a halted window. However, if I launch with /Contents/Resources/solarus_run it works.

Any ideas?
#2
Your projects / Release: Tunics!
September 09, 2015, 04:52:10 PM
Release announcement: Tunics!

https://github.com/Legofarmen/tunics
http://tunics.legofarmen.se

Announcing Tunics! - A randomly generated roguelike-like 2D Zelda game for the Solarus game engine with the looks and mechanics of The legend of Zelda - A link to the past for the SNES.

After a couple of thousands of hours spread over 8 months we are happy to announce our first public release.

Story
Hyrule is at peace, there are no supervillains running amok but our hero has found himself in the unfortunate situation of having fallen down a hole and now he needs to get out. The only way out is through the dungeons.

Concept and Gameplay
Starting with basically nothing the player progresses through several tiers of dungeons with increasing difficulty. Each tier will present new challenges and the player will need to use skills and items acquired throughout the quest to progress.

Each new tier is randomly generated and each play-through will feel unique. For each dungeon, the following elements will be random, some purely computationally, others from a vast database of components:

  • Dungeon layout
  • Dungeon treasure and obstacles
  • Room size and shape
  • Room content
  • Graphic tileset family
  • Graphic tileset palette
  • Music
  • Enemies
The game uses permadeath, meaning the player will have to start over on dying.

A full playthrough will last about 30-40 minutes but the player can choose to continue beyond the final tier. Things will get increasingly hard but there may be rewards in the in the deeper dungeons.

State of release
We have described the current release as a well-polished proof-of-concept, which is pretty accurate. Development will continue.

Purpose of release
The purpose of this first release is to get initial feedback on the game experience.
Apparent issues can be reported in the github issue tracker and will be welcome.

Many thanks to Christopho and the Solarus community which have been very helpful so far.