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Messages - Krice

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1
Programming / Re: Recommended Language/Development
« on: June 22, 2017, 10:43:48 AM »
(Python is very easy to pick up for someone who's never programmed)

It's just a language. I think Python is quite large and complex language so it being easy, well, how you want to think about it. What even makes it "very" easy? Give some tangible examples or get out.

In my opinion easy language is something which is easy to set up/install and feels like it's easy for that person. Some people I guess feel that functional programming is easier than object-oriented programming etc.

The language is 1% of creating a roguelike. 99% is content and game design.

2
Events and News / Re: Roguelike Radio podcast
« on: June 20, 2017, 11:49:29 AM »
It's just his voice, man.

His? I thought he was she. Well, you never know these days. Sounded like something is wrong anyway, I hope it's nothing bad.

3
Events and News / Re: IRDC 2017 - Any takers?
« on: June 19, 2017, 08:41:58 PM »
Only three things in this world: rogueliTes, no women and drinking.

4
Events and News / Re: Roguelike Radio podcast
« on: June 19, 2017, 08:40:52 PM »
What is wrong with Eniko's voice?

5
Events and News / Re: IRDC 2017 - Any takers?
« on: June 18, 2017, 09:12:13 PM »
I would really like these events without anything roguelike related, just drinking and.. well, what else could there be? Not women, that's for sure.

6
Programming / Re: Help me find a better language than C++
« on: June 13, 2017, 03:09:54 PM »
I started a small project with C# to try if I can program a loader for tiles (wst format in Brick Atelier). After couple of days it was a success. The big difference is the way Form (window) works with events. So for example when you draw the tile you have to install "stuff" for Paint etc. events. It's kind of annoying, but necessary when working with gui parts of the program. As a language C# is quite similar to C++ (as the name tells), but it's simpler and it has similar kind of automatic value/reference system that Visual Basic has where some types are reference only and some value only.

7
Programming / Re: Help me find a better language than C++
« on: June 10, 2017, 12:36:29 PM »
Java has fx (including scene builder) and swing that are widely used

I hate java like anyone else.

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

Weird licensing in some C++ libraries. Also C++ gui libraries are often really difficult to set up even on Windows. Notably if it requires compiling the library I give up immediately. SDL2 is really nice, but it's too simple. I wish there was something between SDL and those gigantic gui libraries that have way too many features.

8
Programming / Re: Help me find a better language than C++
« on: June 10, 2017, 08:13:35 AM »
As far as I know, C# have good support for creating GUI apps

Really. C#. Do I really have to use that? It's the only option?

9
Programming / Help me find a better language than C++
« on: June 09, 2017, 11:53:14 AM »
Planning on programming a new tile editor from scratch on OSX platform (possibly portable to Windows also). Requirements:

- real language, not a scripting language like python
- not purely functional (must have mutable variables)
- library for gui development (like SDL or wxwidgets for C++)
- not xcode/swift

I have Visual Code already installed on OSX so it could be one of languages supported by it. Some kind of IDE would be a nice thing anyways.

Edit: Let's possibly make this easier and forget OSX. I just tried to use Ruby on osx and could not, because the default ruby (that ships with os) doesn't have debug "stuff" in it and you can't install it over, or should not. You need something called rbenv and looking at the installation procedure I gave up. I guess it's not that bad. Someone has done it before, right?

10
The Incubator / Re: 3d roguelike in progress
« on: June 07, 2017, 12:12:10 PM »
Make it complex, not simple. Everyone is making "simple" roguelikes that are awful as games. The problem is that when you make a "simple" roguelike you can't have both: you can't have a great roguelike and you can't have a great (insert genre here) game if you try to make it too roguelike-ish. If you decide to make a roguelike go complex as soon as you can.

11
Programming / Re: Procedural tileset nicener: Wangscape (v0.1)
« on: June 07, 2017, 12:06:30 PM »
I hope this is not a depressing comment, but that's something you don't want in a tile-based game. You want to clearly show tiles and make it easier to see exact distances in tiles for example.

12
Off-topic / Prime numbers
« on: May 29, 2017, 12:32:56 PM »
I think working on prime numbers is a nice hobby. I haven't read a lot about them (I'm not good at math), all I know they seem to be somewhat "random", although I don't believe they are. The way composite numbers are made up appears to be two types: divisible by two or made from a number of >2 primes in a certain way (some kind of prime sequence itself) where I think there is some kind of logic in that, but I don't yet know what.

Did I start a topic about this already? Can't remember..

13
Events and News / Re: Nathan withdrew Interhack from sourceforge
« on: May 24, 2017, 10:39:31 AM »
Why did this Interhack (whatever it is) used Nethack's source code? Why would anyone do something like that. You can put monkeys write random code and it will still be better than Nethack's source code.

14
Developer's Lycaeum / Re: Dungeon generator protoype
« on: May 21, 2017, 10:47:19 AM »
something as simple as potion colours becomes hard to make distinct from one another.

Potions could come in different shapes. Also, symbols could be one option. I recall symbols were used in Dungeon Master to show the power level of a potion.

15
Design / Re: Skill category problem
« on: May 20, 2017, 07:53:20 AM »
At the end of the day, of course, it all depends on how you implement skills overall

I think there will be no skill trees and the category is probably going to be just a way to manage skills easier, both in programming and gameplay (skills are arranged by category so it's easier to see what kind of skills your character has). The plan I have for skills is that they are quite rigid and once you have certain set of skills it's hard to learn other skills. It's an idea of a "strong" role-playing style and skills could be an essential part of it.

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