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Messages - Avagart

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Early Dev / Re: City of the Damned
« on: May 19, 2017, 10:14:19 PM »
Huh, I didn't figure out that it's possible to enlarge font size from default 6x13 to 8x13 by option file - I was sure that in-game font relies on font_large.png only. Yeah, 8x13 options seems be good enough for me. Thanks for that.

Early Dev / Re: City of the Damned
« on: May 18, 2017, 08:51:00 PM »
I like lots of these ideas :) I have one, additional: could you provide support for bigger font? Simple enlargement font file doesn't work. My eyesight isn't very good, unfortunately, and possibility to use bigger fonts would be helpful.

Design / Re: Skill category problem
« on: May 17, 2017, 01:21:53 PM »
'Exploration' sounds even better, I'd stick with it. If you feel that it doesn't look good with only one skill in that category, I suggest to put 'searching' into 'thievery' group - if I'm not mistaken, lots of RPGs (D20 / DnD based mostly) chose that way, and it fits fairy well.

Design / Re: Skill category problem
« on: May 17, 2017, 10:02:37 AM »
Maybe just add 'perception' group, or something similar? It could be handy if you are going to add skills like listening etc. in future.

Announcements / Re: Roguelike Archive (v0.0.2 released)
« on: May 16, 2017, 08:38:51 AM »
I see you are planning to gather 7DRLs later this year. For now, I managed to get most of 7DRLs up to 2014 edition. I could provide link if you'd be interested.

Events and News / Re: Internet Roguelike Database
« on: May 15, 2017, 01:26:12 PM »
It's working well for me this time. Some time ago Slash fixed IRDB unrensponsiveness.

7DRLs / Re: Unlichtwesen [7DRL 2017] - Success!
« on: May 08, 2017, 08:43:59 PM »
Nice, congrats :) It's always nice to check post-campo releases, I'll try it for sure

Announcements / Re: Cogmind (now at Alpha 14)
« on: May 06, 2017, 12:38:30 PM »
Interesting. Personally I really dislike date-based versioning. It can be messy about interpretation due different date formats (dd-mm-yyyy and mm-dd-yyyy). We could stick to ISO format (yyyymmdd, without punctuation) but it's not very readable. Of course, none of this matters if versioning is addressed to the developer itself, but I feel that your blog post, Kyzrati, is more about user's perception of versioning scheme.

I'm not sure what's about Starsector. I used to think that RC stands for, well, testing builds of specific version. But Starsector's RC notation looks more like marking bugfix releases, or something similar...?

Announcements / Re: Land of Strangers #11 (Mercury Bubblegum)
« on: May 04, 2017, 09:43:52 PM »
It was meant to reflect (a bit jokingly) that dilettantes start with two completely random skills, in contrast to the other careers, who each has one guaranteed skill and another skill chosen randomly from the same area/skilltree.
Probably you could make it just more clear. For me, as I'm aware that LoSt is still in early stage of development, it looked like placeholder. Or some sort of error handling.

They shoot according to the same rules as the player, including that their shots can go wild.
OK, maybe I messed something, but - just tested. I can't hit a lyncher (orange one) in that position, but he can shot me. It's not big deal because turning PC is free action, but - still...

I'll keep it in mind… The reason I removed the Derringer name, was because it was one of very few named references to Earth, where the other guns have descriptive names ("sixshooter" rather than "Colt")
True that, but I think that these small references to our well known Wild West makes game more, say, 'rooted' in that atmosphere. But it's your game and your decision, I won't lobby that :D

Quite the contrary! I think constructive criticism is the highest of praise.
Well, I'm glad to hear / read that :)

That survey was a last-minute addition.
Yup, I'm on Windows. Didn't test it on Linux, although I could do it later.

Thank you for your continued support of the game, man
No problem, it's pleasure :)

Also, few new, bad things.

Just noticed that player sprite is not displayed when enters on hex that was occupied by tumbleweed in the moment of move. Nah, my English is messy, so grab next screenshot :D

OK, game just crashed. Didn't run it via terminal so I can't post traceback. I was testing some scenarios, then I quit game without saving. So, in main menu, I started new game - male unpromising duelist. Game crashed after I confirmed name of my character.  ...Shit, I didn't figure out that LoSt creates log, and that new log overwrites the old one... I'm unable to replicate that bug.

Announcements / Re: Land of Strangers #11 (Mercury Bubblegum)
« on: May 04, 2017, 02:53:46 PM »
Nice, congrats for new release! I didn't play LoSt for a longer while, so maybe I won't notice some changes... But OK, let's write some gameplay diary :D

- In the description of Dilettante there is "Guaranteed skills" written, without any other info; due to name of that background, I think taht Dillettante doesn't have any special skills? So this text seems unnecessary
- Placeholder for Swordfighter background includes TODO info
- Sometimes icons of keyboard shortcuts are displayed wrongly
- There are structures that really looks like buildings, yay!
- Working shops, yay!^2
- But sometimes the display of new kind of walls seems a bit glitcher. OK, it happens also for old structures, but - maybe due colors - is less conspicuous
- Using all skills takes whole turn to activate? It's strange in some cases, like sprinting. It's like, I can move away from that animal... But I can't run away! It's weird.
- Sometimes new layer of info overwrites the old one, without panel refresh
- Tumbleweeds are awesome!
- It's nice to see how shopkeeper that killed me, become dead due to bear attack :D
- some small typos in '?'help screen; some lines ends by dot, some not; on the third line, ',' should be placed after '.', not before; similar thing for the last line; comma after '9' (Quick choose from current menu) is unnecessary
- not sure about that, but it seems that enemies, unlike player, do not have to correct, uhm, line of sight to attack
- regarding to changelog: why rename derringer to pepperbox? Maybe it's worth to keep both? ;)

In general, I'm content with that release, it's good to see new content and mechanics added. And, man, I'm sorry, I feel terrible when I'm reporting issues, it's like, don't know, sort of discouragement. I hope you don't feel it in that way :)

edit: I was trying to use in-game survey, but I encountered error. Don't know what, message didn't specify that. It happened when I pressed 'send answers' option. Could you add possibility to copy the comment to the clipboard?

Announcements / Re: Asura (now at #27655) $
« on: May 03, 2017, 05:33:59 PM »
Nice. The devs are really hearing players, and they are doing good job about updates.

Other Roguelikes / Re: Barony - 3d roguelike game
« on: April 30, 2017, 09:05:07 AM »
Unfortunately, levels are still rather flat, and I don't think it's gonna change - base of engine doesn't allow it. Every dungeon level features only three layers - floor, wall, ceiling. At least I think so, because it's how map editor works.

Thanks goodness
Definitely, It was really disturbing in its own, strange way :D

Other Roguelikes / Re: Barony - 3d roguelike game
« on: April 29, 2017, 09:43:32 PM »
OK, horizontal limit of mouse movement is not the feature of Barony anymore :D Just tested on 2.04 release. Earlier, I was playing quite old 2.02 release.

Announcements / Re: Asura (now at #27497) $
« on: April 24, 2017, 04:44:55 PM »
Weapon will not destroy any more, regardless of the difficulty. Only your armour will.

It makes sense. I feel that Asura's combat mechanics is centered on successfull movement and dodges. Broken weapon caused lack of any dps what was leading to long and tedious fights. Burnt armour is just another challange, that you need to pay more attention to timing etc.

Announcements / Re: Asura (now available) $
« on: April 24, 2017, 09:03:52 AM »
I played Asura already. It's great game, much closer (in own, strange way) to roguelikes than, for example, Binding of Isaac. Very enjoyable, atmospheric and smooth experience. I see that many people (on steam) complains on controls, but I think you don't need gamepad, mouse + keyboard works pretty well. Procedural skill tree mechanics is nice, brutal-burning-mechanic not - equippable loot is rather scarce in Asura, and you can't take reserve equippables with you - it means that if your weapon got burned on 5th dungeon level, you are, I beg your pardon, fucked.

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