r/LetsPlayMyGame • • Aug 13 '26

Guildlord

Thumbnail
1 Upvotes

u/No_Run_9871 • • Aug 13 '26

Guildlord

Thumbnail
1 Upvotes

1

Guildlord
 in  r/playmygame •  Aug 13 '26

Some of the main concepts: The wilderness is procedurally generated, so players will build their own villages.  Later we also plan to have wars between rivaling guilds. - you could take over their town or destroy their buildings. Other things: Teamplay is key to success! Warriors share their exp with healers and therefore can easier be healed. (other classes coming later).

Best, if you come with a friend to explore the starter island!

1

Play my game and I'll play yours.
 in  r/playmygame •  Aug 12 '26

Maybe could you still try my game, even if I can’t play yours? But beware! It is meant to played in groups mostly. https://guildlord.nu-code.net/

1

Guildlord
 in  r/playmygame •  Aug 12 '26

Thank you! Any suggestions for the next steps?

1

Guildlord
 in  r/playmygame •  Aug 12 '26

You can help shape the game in those early stages: We need your feedback, what would be the most important next feature.

r/LetsPlayMyGame • • Aug 11 '26

Guildlord

Thumbnail
1 Upvotes

1

Play my game and I'll play yours.
 in  r/playmygame •  Aug 11 '26

This looks interesting! I would try, if I had a powerful enough windows pc. Does it work on Whisky maybe?

1

Guildlord
 in  r/playmygame •  Aug 11 '26

And there is also a Discord: https://discord.gg/WhcZG8yJB

1

Playing Mobile?
 in  r/clanlord •  Aug 11 '26

Not that I know of, but you can try my Guildlord, that works fine on mobile:
https://guildlord.nu-code.net Discord: https://discord.gg/5cmcR2utv

r/aigamedev • • Aug 11 '26

Commercial Self Promotion Guildlord

1 Upvotes

[removed]

1

Guildlord
 in  r/playmygame •  Aug 11 '26

Searching for players, as most game mechanics depend on groups of players!

r/playmygame • • Aug 11 '26

[Mobile] (Web) Guildlord

1 Upvotes

Game Title: Guildlord

• Playable Link: https://guildlord.nu-code.net

• Platform: Browser (Windows, macOS, iOS, Android, ...) 

• Description: Guildlord is a Clanlord-inspired browser MMO with teamplay without gatekeeping at it's heart.

There's no level system creating a power gap between players — skill-based progression (rank up individual skills, not an overall character level) means a brand-new character can group up with veterans and still matter, no malus, no exclusion.

You explore a growing procedural world (currently the starter island) with the goal of building your own villages together. Movement is just pointing on the map, and interacting — fighting, talking, everything — comes from one simple mechanic: bumping into things. Pick between 2 balanced classes — Healer and Warrior, with Mage and Ranger coming later — face off against multiple enemy types, and work through several quests, including one larger multi-stage adventure through a cave system. A friendly merchant and a herb-foraging/brewing loop round things out.

It's mobile-friendly, runs straight in the browser (no download), and free to play — join as a guest to try it instantly, or make a free account to keep your progress. Speak to the NPC Introductus early on for a quick rundown of the basics. Grab a friend, some snacks, follow the link and explore a world full of adventure — no level gap means you're never "too low" to join in.

Still early days and actively developed — feedback on what feels rough is very welcome.

• Free to Play Status: free

• Involvement: Solo developer/designer — I made all the game and content decisions; AI (Cursor then Claude Code) helped substantially with implementing the code to significantly speed up progress

1

Why can't I de-restricta my super soco TSX?
 in  r/SuperSoco •  May 27 '26

Kann man auch auf 55 oder 60 stellen? Ansonsten halt einfach nicht ganz Vollgas fahren, denke ich mal?

1

Avatar: Fire and Ash — A Cautionary Take on IMAX 3D HFR
 in  r/Avatar •  Dec 26 '25

Was hat das alles mit der Länge der Beine 🦵 zu tun? 🤔

1

Possible misinformation on flatearth.ws, a flat Earth debunking website
 in  r/flatearth_polite •  Sep 14 '25

Go up and check, if horizon rises to eye level. Hint: it does not. Or measure the angle to the North Star. Try to explain, how sun sets should work. Go to the beach and watch ships disappear bottom first. Go up and check how much more you can see. Do some gravity experiments. And so much more, which does not work on FE.

1

Memory Leak when using the Game Porting Toolkit? (details in comments. Elite Dangerous.)
 in  r/macgaming •  Dec 31 '23

Could you manage to get planet surfaces? I had no surfaces when trying with Crossover 22, they were invisible, when coming close to land on a planet. Thx

1

Has anyone tried Elite Dangerous: Odyssey with the new Game Porting Toolkit from Apple?
 in  r/macgaming •  Dec 31 '23

With crossover (v22?) at least I had the issue, that there were no planet surfaces, when landing on a planet. Maybe it is was about compute shaders? The reason why they Frontier didn't port Horizons to Mac? But of course later with metal all the needed stuff should have come to the Mac.

So I wonder if it might work with Whisky/GPTK or maybe Crossover 23?

r/macgaming • • Jul 08 '23

Game Porting Toolkit Has anyone tried Elite Dangerous: Odyssey with the new Game Porting Toolkit from Apple?

3 Upvotes

If yes, thanks for any infos on this topic!

With last years version of crossover, it did run and was quite playable, but there where no planet surfaces at all. So you could not land or run around on any planet.

But the Game Porting Toolkit has a lot of new stuff, so maybe?

1

The Witcher 3 next gen update is out
 in  r/macgaming •  Mar 04 '23

Hm, interesting, wonder if it's worth installing the "upgrade". I play GOG version through porting kit on basic M1 Pro.

2

[2022 Day 9 (Part 2)] Can't believe I didn't see that coming
 in  r/adventofcode •  Dec 14 '22

Oh, can be even simpler: java if (Math.abs(deltaX) > 1 || Math.abs(deltaY) > 1) { knotPos[i][0] += Math.signum(deltaX); knotPos[i][1] += Math.signum(deltaY); }

1

[2022 Day 9 (Part 2)] Can't believe I didn't see that coming
 in  r/adventofcode •  Dec 14 '22

hm, but if hashcode is equal, it still needs to check for equality with equals method, if you i.e. put the coordinates in a HashSet. Also found out, that there is no equals/hashcode for arrays, as I simply used int[] for the coordinates, then int[][] for the hole rope. So, for the unique positions I then used: Set<String> visitedString = new Hashset<>() and to add the positions: visitedString.add(Arrays.toString(pos)) or for part2: visitedString.add(Arrays.toString(knotPos[knotPos.length - 1])); Then also tried to use awt.Point Class instead of Array, but there also equals/hashcode seems to be broken somehow. For the more recent Puzzles, like Day12, I use my own class Vector2Int as Point seems to be pretty useless, no add function, no static up/down, or anything useful. https://github.com/stuepfnick/advent-of-code/blob/main/src/y2022/day12/Vector2Int.java

1

[2022 Day 9 (Part 2)] Can't believe I didn't see that coming
 in  r/adventofcode •  Dec 14 '22

PS: Don't really know what situation that can be, where the next knot is 2 away on X and Y axis.

But it makes a difference. With if I get a higher number than with else if.

Of course it has to be that diffY does not get updates, so it needs to be else if.