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Messages - Avagart

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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.

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

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

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.

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?

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.

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?

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...

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 in most cases. Works pretty well on windows and linux, didn't test it on osx yet.

Early Dev / Re: Golden Krone Hotel
« on: June 15, 2017, 08:28:41 AM »
Valve prevents you from putting a game on sale for a couple months after you raise the price, for good reason.

I didn't know that, but it makes things more clear, definitely :) Still I'm not sure if it's good decision but I see you've got positive feedback, so it's gonna be OK, I hope. The truth is, when I'm reading Steam reviews, players think about <=5$ games as a low-budget (ie: simple, ugly, often buggy), so 10$ price tier sounds sensible.

Early Dev / Re: Golden Krone Hotel
« on: June 14, 2017, 09:30:57 AM »
So, I'm glad that I decided to buy GKH for 5$ :P It's interesting how price rise will affect sales.

Is 10$ too much? Probably not. It is worth it, for me. But: I know nothing about marketing, also don't know how Steam developers used to work with pricing. Although personally I think it's wrong time for that change. Usually, early access games have different price than fully released titles. I'd wait for 1.0 release for changing the price, because people could think like Look at this, developer didn't even finish his game but he increased price by 100% already.

Programming / Re: Help me find a better language than C++
« on: June 10, 2017, 12:04:40 PM »
Java has fx (including scene builder) and swing that are widely used, but I'm not experienced in that language at all, so just can't say more.

Why don't you want to stick with C++ with, say, QT?

Programming / Re: Help me find a better language than C++
« on: June 09, 2017, 03:37:30 PM »
Python is not real language, but Ruby is? It's interesting where you'd put border., and it could change answers perhaps.

As far as I know, C# have good support for creating GUI apps - and, regarding to Tzan's response, Unity works with C#.

Programming / Re: Procedural tileset nicener: Wangscape (v0.1)
« on: June 07, 2017, 03:13:26 PM »
It depends. Smooth borders between tiles can be done well (DoomRL) or wrong (new ADOM graphics). Wangscape's example is on the edge, I think.

Announcements / Re: Golden Krone Hotel now on Steam Early Access
« on: June 02, 2017, 08:30:59 AM »
If you are not happy now, I'm sorry, it was not intended. :<

Main menu is OK, don't think about that :)

Minimap... It could be just more subtle. Now, minimap is screaming because it looks really vivid in comparison to colour scheme you are using. If you don't mind, I have few suggestions, especially if you don't want to rewrite minimap. So: a) using darker palette, and/or b) scale map size a bit down. Also, border around the player is not necessary - it can overwrite other map elements, and player is unique map marker already, so easy to track without that red, big square.

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