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oklabsoft

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A member registered Aug 01, 2016 · View creator page →

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Replied to Ray in raylib comments

Thanks! I am certainly loving it so far and actually making some progress. Knowing where to reach out for help if I get really stuck will hopefully keep me from the constant temptation to just go back and double-click that vb6 icon. :)

Keep up the awesome work and looking forward to 2.0!

Posted in raylib comments

Thank you, sir, for such a fine library! I am a vb6 hobby game programmer and was trying to transition to C# for my third game. A friend at BlitWise recommended RayLib and I gave it a shot. I really like C thus far and Raylib has begun to make 3D accessible for me (and looks much better than my 'layered transparency' approach I was taking in vb6 for my 'dungeon view'). Certainly I am struggling with many things: some C related, and some related to utilizing RayLib. I try always to figure things out on my own but I am wondering if you accept specific questions and if so what is your preferred method of receiving them? Thanks!

Fabulous news! Thank you for playing and for sharing your victory with us... and well done! 

SPOILER WARNING! : Jareth in Borrealis directs you to one of the town guards who further directs you to the holder of the scroll piece.

Don't celebrate too long. Your services are again needed in Lurking II. :)

Best wishes, -OKLABSOFT

Thanks! :)

Thank you! We really appreciate hearing this.

True. (Although I tend to be the opposite and need my brother to keep me from my 'That's good enough' attitude) :)

I meant combat though. I struggle with 'making combat fun' too. It is a big challenge I think in creating RPGs.

lol. welcome to my world and probably most devs! :) Keep at it! Watching with interest...

Glad you are liking L2 so far. Some of the reagents needed to learn spells are somewhat difficult to track down. Best bet is to take note of who the teacher is (and where they are) and what he or she requires of you. As you travel about and talk to others you will likely find more information to track some of them down. If you want to keep a notepad open for journaling, ctrl-m is a handy way to hide/show the game from within your quest. Of course, if you become frustrated and need a hint just email and my brother or I will get you back on track. :)

Posted in Retro Blobber

Just a little update here. Now that L2 is in good shape (just working on release ancillaries and waiting on a bit of beta feedback) I have shifted much thought to Vermys. I have been trying some things out in the proto (vb6) because it is quick and easy for me to get results but I will soon be starting the working v in C# of which I have been tinkering with an L2 recode to get my bearings and figure out what I need to be able to do. It has been a bit of a task bit I am making good progress with the language so it is my hope that there will be OSX and Linux versions of Vermys (and hopefully L2 as well but this is largely irksome work for me). Still have no idea what combat will be like but  am hoping to include much more text in Vermys in the infocom vein.

spells can only be learned after bringing a requested reagent to the teacher. Characters who begin with a magic skill of 4 or 5 are able to use a ranged magic attack in battle as long as they have no weapon equipped (or a staff equipped). Good luck! :)

Hi. Yes, absolutely, and the beta is in a finished state. Just tweaking for release now. Thank you!

Thanks! I concur regarding the font. Unfortunately L1 uses windows fonts (rather than graphical like in L2) so I am stuck using a common one unless I ask the user to install one. I will try to find a solution.

http://ultimacodex.com/2018/01/vote-for-your-favourite-fan-project-of-2017


If you played this game please vote at the above link!!! 

Hi! Working on adding more keyboard shortcuts for spell casting and song playing as we speak. Apologies if it sounded like update was already posted. I will try to finish this up and post this evening. Thanks!

That would be fantastic. Thank you! As far as price goes, we are a bit unsure but were thinking $10.00 from EA through to the bitter end. :)

We will finish up a few things we are working on and post an early access build. The build will be be designated as alpha but the game is quite stable (at least on the systems we have tested it on).

Thank you! This is wonderful to hear. We had not yet discussed an early access option but I will make sure that we do and let you know soon. 

Lurking II: A Madness is now complete. We are currently playing through the game, fixing any bugs that present, and balancing combat, economics, music, and magic systems.

Lurking II: A Madness is roughly 90% completed. We hope to finish, test, and have select alpha testers playing by the end of February.

Thanks! More to come as I get them worked out.

L2 Music Sample

Hello. As of right now the preliminary storyboard is indicating that at least the first one or two levels will be as such. After that, down you go.

Posted in Retro Blobber

Based on the number of views and our level of interest, the Vermys project will likely proceed. It will, however, take a back seat to L2.  The demo has provided valuable insight and direction into just what I am capable of (although much will be re-coded), and a permanent groundwork and progress has been laid. I am not really feeling the combat trial and may switch to a top down model/view to incorporate more strategic movement of PCs and foes. My original intent was to keep things very simple but I am not so sure this is in the cards for us. It was to be a simple solo project but my brother/partner has jumped on board and the product will be far better for it. If you have ideas, comments, or requests; the next few months is the time to impact the direction of this project. If you have not tried L1, I encourage you to do so because L2 is shaping up to be something very special.

Hey, Chris. If I understand your view blocking method correctly then you came up with a more efficient method than I. :) In L1 I used the same array to hold view blocking (0=dark/no tile render) as for lighting. I only had 4 Val's 0-3 dark-full light. I ran I light source check before view blocking and final render and added light increments from different sources. Any value above 3 was just 3. If you have more lighting values that should be fine. If a light source goes out, it will then drop from the lighting calculations and render properly. I also had an ambient light setting (0-4) that was applied before all else based on day/night/dungeon conditions. Not sure if this approach would work in your code but maybe it gives you an idea. Keep up the good work, looks great!

Hi. Looks great so far! I used a 2-D array overlay to approach both this and the lighting issue. You have the speed to calculate a blocked view scenario for each of the tiles in one 'quadrant' say north and west of player (I drew rays on a grid paper and decided which would be blocked). The algorithm code block can then be reflected to each of the other 'quadrants' about the player. A blocked view = no/zero lighting. Light sources can then add to this value based on size/brightness and the view can be rendered using the 'overlay' as a lighting guide. Probably not the best solution but worked for me (except for calculating light blockage). Don't know if that helps but watching your project with interest. Good luck!

PS - reading back my response before posting I just figured out how I could have done the light block. :)

Thank you. Hearing this means much to us!

Posted in Retro Blobber

Started messing with encounters/combat to see if an idea I had would fly... A tactical map based on dungeon layout that would add a (possible) movement element to battles. The preliminary idea is that one 'dungeon tile' of approximately 15x15m can be divided into a 3x4 grid holding up to 12 PC's and humanoid sized monsters combined. Moving on a turn would change the dynamic as to which PC's and enemies would have the option to attack which mons with weapons and of course the other way around. Most weapons attack adjacent and then there are pole weapons (6m range) and mf. Also changes battle dynamic based on layout of dungeon when encounter occurs. We will see how it works when I get battle running. Note the tactical display upper right in new screen shot. Probably been done before but your comments and thoughts are welcomed.

Posted in Retro Blobber

Thanks. If you mean levels of hard as in difficulty, I hadn't really thought that through yet. I feel like I have never had as much fun 'character building' as with early Wizardry and BT and this was also something I felt was unique (though lesser extent) to U3 which is why it was my fav of ultimas. A big part of what gave me the itch to sketch this out is a desire to experience that again with a new stage. So I would def focus on this. With all of the speed and memory now size and depth of roleplaying I would also seek to improve on over wiz. This would mean progressively more difficult as you journey deeper but adding difficulty settings is very intriguing. Would like to hear your thoughts.

Created a new topic Retro Blobber

Just curious as to the amount of interest out there in a game such as this and if it were finished would you play it?

v1.4.1 Should provide you with a properly working auto-map feature that properly saves areas explored by map. The open custom character icon slots should now be usable for custom character icons. Please let me know of any issues. Thank you!

It has come to my attention that the blank character portraits do not load into the game. You can still replace the existing character portraits with custom portraits. If you wish to use the blank portrait slots contact me and I can help you out. Otherwise, as it is a non-critical issue, the fix will be included in the next update. Thanks!

Lurking I v1.4.0 should no longer have any issues with errors which end the game session. The character creator has been updated and you can now use your own custom tiles for characters if you wish. I have begun to implement a map function which works, but not completely as intended yet. Mapped areas do not yet save. You may use it or not as you wish.

A report of occasional errors which end session. Working on it. I put a previous version back up if you experience this and need it. Seems to be only some systems.

Lurking I v1.3.0 is a very important update. If you are playing a previous version please make sure you update to this version. Thanks to all who have played and contacted us with feedback.

Sorry about the Windows only condition. We did get a report of Lurking running nicely in Wine.

My apologies for the keyboard sensitivity issues introduced in v1.2.0. The new version should take care of it.

Update: I have altered the mechanic in v1.2.0 to prevent this issue.

thank you. In retrospect I agree. I liked it in wizardry but I do need to remove it or perhaps randomly distribute a set number of points only rather than all random.? Thanks again. Hope you enjoy the game.


Lurking I Trailer

I saw a question on another site about what attributes do. I had to go back and look through the code and here is what I found:

STRENGTH:
- BONUS TO HIT DAMAGE IN BATTLE
- DETERMINE MAX EQUIPMENT BURDEN ($)

INTELLECT & WISDOM:
THESE WORK IN TANDEM TO:
- DECREASE DAMAGE FROM FAILED SPELL 'COUNTERSPELL' (Wisdom Only)
- INCREASES CHANCE OF SPELL SUCCESS (Equal Parts)
- RESIST MONSTER MAGIC ATTACKS (1 part Wisdom + 4 parts Int)

AGILITY:
- BONUS TO CHANCE OF EVADING ENEMY HIT

VITALITY:
- BONUS TO INCREASE IN HEALTH MAX ON LEVEL UP

($) All items currently have a weight value but this was never implemented.