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Messages - Krice

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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).

Programming / Re: With or without a class?
« on: March 01, 2017, 11:06:49 AM »
Which means, doing things within a functional basis.

You can do that in C++ very well, but often a class is a better solution anyway providing that it's used correctly. Functions are nice when you process simple or static data. Sometimes you need to get some data without creating an instance of a class which can be both safer (only static data and "pure" functions) and also less demanding for memory management. With functions I find that namespaces help a lot to avoid problems in large projects. Namespaces are like a "type" of static class for functions, that look like "member" functions of that namespace.

Events and News / Re: Roguelike Radio podcast
« on: February 28, 2017, 04:30:24 PM »
7DRL hype, woo!

I listened that one when programming the swamp level theme for Kaduria. Mostly what happens is that I'm so concentrated on programming that what you say disappears somewhere far away.

Events and News / Re: Roguelike Radio podcast
« on: February 22, 2017, 08:38:21 AM »
Make more episodes. It's nice to listen to these while programming.

Announcements / Re: Released: Dragon's Lunch real time Roguelike
« on: February 20, 2017, 12:07:52 PM »
So for me it's a roguelike but not using ASCII, and in real time - but each to their own.

What is a roguelike is not a personal opinion. And saying this I'm not attacking you as a developer or person. But I feel this is a lost cause anyway, because people post their random games here without any restrictions.

Announcements / Re: Released: Dragon's Lunch real time Roguelike
« on: February 19, 2017, 07:25:34 AM »
Looks like a cute action "rpg" shooter, but it's not a roguelike. As if we didn't have enough these games flooding this forum that was originally for roguelikes. Of course moderators never delete these, but they do delete and lock actual discussion about real stuff. I'm getting so tired and frustrated about this situation.

Design / Re: Turn-based vs real time
« on: February 16, 2017, 11:11:19 AM »
I think the reason we don't see women developers is that women don't have a long term obsession over something which is required to complete a major roguelike or some other large scale project. Women seem to always try everything that men do, just to see what it's all about and then they move on in their life to next random thing. That's why you can never trust them. Also I have always thought that women are simply less creative than men, the reason why everything ever was invented by men. Well except that dish dryer shelf, it was invented by a finnish woman.

Announcements / Re: Owlnest v0.1
« on: February 11, 2017, 08:36:43 AM »
Is there anything to play yet? As in a game.

Design / Re: Turn-based vs real time
« on: February 02, 2017, 09:18:46 AM »
Krice showing remarkable honesty about the likelihood of this response from a woman.

He is not a woman, but in theory there could be female roguelike developers. Or would there...

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