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Messages - Krice

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Developer's Lycaeum / Re: Dungeon generator protoype
« on: April 23, 2017, 06:44:49 AM »
I find this kind of funny, because if there is something we roguelike players don't care it's pretty screenshots from a graphical engine. But I hope the game will be nice as well. If we get an actually good role-playing game with graphics like this I'm not against it at all.

Programming / Re: Assistance with first rouge-like
« on: April 18, 2017, 08:35:17 PM »
reading other's source code is fairly difficult

It depends on source code quality, which sadly is quite poor in most roguelike projecs. Still, I would argue for it, because you get an idea about the amount of stuff needed in a roguelike, even you can't understand every detail of the source code.

Programming / Re: Assistance with first rouge-like
« on: April 18, 2017, 08:30:00 AM »
First thing is that it's rogue, not rouge. My second advice is that try to read source code of existing roguelikes and figure out what is happening there.

Events and News / Re: Roguelike Radio podcast
« on: April 11, 2017, 06:50:50 AM »
Think I'm going to pass this one. I would probably just get angry listening about all those great ideas and 7DRLs no one is actually playing, and start to drink.

Design / Re: Reconciling real time and turn based gameplay
« on: April 08, 2017, 09:44:23 AM »
Still, if I am not permitted to talk about this game on this forum, where would you suggest that I start a development log for getting feedback

Well, you can talk about it of course. Most 7DRL games are not roguelikes and trying to keep the genre "clean" has proved to be quite impossible anyway, so... You never know, it may be an interesting attempt to follow and in my opinion this is the best forum for games that are somewhat close to roguelikes.

If you think about real time role-playing games then I would say Dungeon Master -type games did it right (Legend Of Grimrock as a recent example of that genre). They are real time, but they are quite slow so you have the time to make decisions. In some role-playing games you can actually pause the real time to make decisions, which I think is hilarious, because it's quick fixing a fundamental flaw in the design.

Design / Re: Reconciling real time and turn based gameplay
« on: April 07, 2017, 08:58:37 PM »
if you think the time-based system will work out in the end, or if a more classical

It's hard to say, but you should know it the best as the developer. Roguelikes (and other turn-based games) are turn-based for a very good reason. If you don't understand why that is, then you are not developing a roguelike game and should find a more suitable forum for your non-roguelike game.

Off-topic / Re: Grey hair
« on: April 06, 2017, 07:01:40 PM »
Someone hacked your account, Slash? I hope that's not why we create roguelikes.. I'm creating them because it's fun to play roguelikes. You can sometimes forget that, but if that should happen I guess then it's time to move on and do something else.

Off-topic / Grey hair
« on: April 03, 2017, 09:08:30 PM »
I think my hair has started to get grey. I talk about this everywhere but people don't seem to share my joy about hair getting grey. It's cool. The bad thing is that for me this can be a long process I guess?

Events and News / Re: Roguelike Radio podcast
« on: March 25, 2017, 10:16:59 PM »
loot is randomly generated

Well for that stuff you also have rules so it's not that random. Loot is often restricted to "generic" items which itself is the underlying design of the game. I'm thinking this is more a problem in high fantasy where everything is amplified to extremes.

Events and News / Re: Roguelike Radio podcast
« on: March 25, 2017, 12:54:03 PM »
That episode was confusing. But I think there is one thing about randomness which is important and it's that roguelikes are not that random after all. The rules that determine random generation are often quite rigid, and variations within certain limits. That's why when people are thinking that roguelikes are "easy" to create because they are "randomly generated" they step into a big trap.

Design / Re: Stealth RL ideas?
« on: March 17, 2017, 09:55:18 PM »
I don't think I've ever seen anything quite like it in the roguelike / roguelite community, especially as a core mechanic. You certainly got the "innovation" factor going for you

The idea is taken from that indie horror game (don't remember the name). I think it's not a very good idea, you could do almost the same by providing some other way to hide. Like turn your lamp off. I bet it becomes really annoying soon to scan all the time to see around.

Now I'm trying to apply color changes to each tile (foreground and background), because you need (I think) to get the pixels from a surface and I only have the texture. Let's see if I can access the pixels in some way.

With SDL2 it's a bad idea to change the surface on fly. The surface in SDL2 (SDL_Surface) is only a stage (data storage for pixels) where you can easily draw stuff on that surface and when it's ready create a texture out of it, and the idea is that texture is static (not changed). So if you want things like colors for fonts then you have to create font sets for each color in the texture and point to proper color of a font. It's easy and also faster than the alternative solution (draw fonts pixel at a time!).

The grid or 2D array (level) usually has two components. The actual level grid has only data about tiles (what the tiles is etc.) and graphical tiles are displayed using that data. So those two (displaying and map data) are separate or they should be.

Programming / Re: Organized method of scripting games?
« on: March 05, 2017, 03:41:16 PM »
I'm starting to wonder if you are one of those new generation programming AI bots? I think robots have to announce their identity if asked according to the international treaties.

Design / Re: More Limited User Keys?
« on: March 02, 2017, 10:22:27 AM »
I guess one of the main selling points of a complicated key set is that it makes the game smooth to play once you've mastered the keys

I think this is an unfortunate misconception. The actual reason why there are lots of keys assigned to commands is that there are lot of commands in the first place. You have to be able to use those commands somehow. It's either more keys or then using menus etc. which can sometimes work better, but not always. But there are also other ways to reduce the amount of commands, for example making some stuff more generic (like using only one command to wear/wield/put/take off items on your character) and/or context sensitive.

Programming / Re: With or without a class?
« on: March 02, 2017, 07:22:16 AM »
The problems I found in C++ is the programming language itself wont seem to ... let me navigate between functions in that language. I'm not sure if that's a design flaw or how the language was intended.

What does "between functions" mean? The way function (also called procedure) works is that you call it and the execution moves to the function and runs through it, with optional if-else structures etc. and returns from the function in some point. However if you really want to "break" the function to smaller pieces you can do that with infamous 'goto' command in C++ as well. I get that you are new to programming. It helps to read some kind of generic book about programming to understand it better (which by the way I never did).

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