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Messages - Avagart

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1
Default fortress mode is building game, but there is also adventure mode.

If I remember correctly, Cataclysm DDA let use existing world by multiple characters. But it's definitely more survival oriented rather to exploration based game.

2
@denizzka well, I didn't try to code it myself, but mouse examples from omni-samples works flawless on Ubuntu 16.10 32bit.

@Cfyz I remember that you are planning to switch to use SDL for bearlibterminal. Does it mean that you are going to drop support for true/open type fonts?

3
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 12, 2017, 09:00:34 AM »
In my personal projects, I'm working with one main (bigger) file and bunch of auxiliary files usually. But
Quote
Try it sometimes yourself.
I worked in such a projects, and it's why I asked about that. For me, it's much harder to find specific stuff withing ~1200 files (every class had own file), especially when simple feature needs tinkering with about a dozen files. Don't know, maybe it's matter of taste, but I had problems to work with that kind of codebase.

4
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 12, 2017, 08:07:16 AM »
A bit offtopic, but @Krice I always wonder why most people say that managing 1 big single file is hard (and bad practice), but managing hundreds-to-thousands small files is the only good approach, because it's simple and easy to manage...

5
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 10, 2017, 10:11:17 PM »
Quote
writing massive lists

...and dictionaries? Didn't you fall into *massive* performance problems? Python is just fine for roguelike development, but lists and, especially, dictionaries are really slow and eats memory like a monster.

6
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 03, 2017, 11:11:18 PM »
It's nice to see you back into URR development :) Good luck!

7
Announcements / Re: Angband (Now at v4.1.0!)
« on: June 25, 2017, 03:27:14 PM »
Traps overhaul sounds sensible, I;m curious how it's going to work in practice.

8
Early Dev / Re: Soulblight
« on: June 22, 2017, 09:57:06 PM »
So... that post gave me better overview about Soulblight than all posted screenshots and photos. It sounds really interesting. If it's not secret, can you explain, how you'd *encouage* player to, for example, thinking twice before purchasing if character is greedy? Some kind morale penalty?

I didn't ask if it's good. I asked 'what makes it good'. But I got answer already.

To be honest, I don't like newsletters, but access to alpha / demo would be nice. How much are you flooding mailboxes with that newsletter? :D

9
Announcements / Re: Axu (now at Alpha v0.5.0)
« on: June 22, 2017, 11:10:38 AM »
Nice!

10
I know about Jan's (so, that guy who created Unlichtwesen) adaptation roguebasin python+libtcod tutorial to BearLibTerminal. This archive is sometimes detected as virus, but I'm pretty sure it's false positive. If you want to be 100% sure, you'd need to delete executable file that is detected as malware, python files are clean.

7DRL Poarchers will be decapitated also use BLT for display, but the official link is invalid. So, I reuploaded binaries via dropbox.

There is also small game Tiny Gatherer that use BLT; it's written in Go.

11
Early Dev / Re: Soulblight
« on: June 17, 2017, 08:50:56 PM »
Just tell me about your game. What are your goals? What do you like most in Soulblight? What will make it good?

12
Early Dev / Re: Soulblight
« on: June 17, 2017, 04:41:09 PM »
All these images looks wonderful, but it's all what I can say. I'm waiting for more detailed infos, but you keep your posts, well, simple.

13
Announcements / Re: The Temple of Torment (Now at Stable 14.0)
« on: June 16, 2017, 01:36:33 PM »
I'm using Lubuntu, small-ish Ubuntu-related distribution. It's safe to assume that if library is preinstalled on lubuntu, it comes with *normal* Ubuntu as well. Seems that SDL is preinstalled as full dev package (libsdl-mixer1.2, libsdl-mixer1.2-dev, libsdl1.2-dev, libsdl1.2debian), but I see only one SDL2 package - libsdl2-2.0-0.

But I thought that I don't need *installed* SDL libraries if I'm using dynamic library?

14
Announcements / Re: The Temple of Torment (Now at Stable 14.0)
« on: June 16, 2017, 08:49:11 AM »
Sounds strange. Fraternities is built on the top of classic python+libtcod architecture. Personally I don't have SDL installed on my linux distro and I didn't encounter any SDL problems...

15
Announcements / Re: The Temple of Torment (Now at Stable 14.0)
« on: June 15, 2017, 08:17:56 PM »
Different options is pyinstaller. Making exe is as simple as writing pyinstaller --onefile main.py in most cases. Works pretty well on windows and linux, didn't test it on osx yet.

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