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Messages - Krice

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Design / Re: UI design (WIP)
« on: October 12, 2017, 09:51:40 AM »
I don't think flaming Krice solves anything. It's like we used to have a resident troll

I'm still repeating my point that if you have different areas in UI then you'll solve the "problem" of placing them by giving player the option to move or flip those areas. Like having message buffer on top or bottom of the screen. What is inside those areas was not the case here I think. You can always tweak them later, but making the decision about how to split the screen to different areas is the important one.

Design / Re: UI design (WIP)
« on: October 11, 2017, 06:30:35 AM »
Why do you think anyone is going to "do better" when their reward is they get another Krice comment to look at?

It's not good for you to hang out with us creative people. It's like me trying to hang out with spanish women volleyball team.

Design / Re: UI design (WIP)
« on: October 09, 2017, 07:04:32 AM »
with Krice, a person who has no actual ideas or knowledge about anything.

It's always sad when a person has that kind of mental problems. I hope you don't eventually start to shoot people. You need to wake up. You are probably the only one here without a single game project to show and everything you say tells us that you don't know a lot about game design. The reason you keep trolling here is not a healthy one for yourself, it's only going to make you feel worse.

Design / Re: UI design (WIP)
« on: October 08, 2017, 08:48:34 AM »
@Krice: You are an imbecile, Krice.

Really that's the best you can do? Why don't you just go away and let real game developers handle this. There must be something that even you can do, hard to imagine though what, but something else than this.

Design / Re: UI design (WIP)
« on: October 08, 2017, 06:23:50 AM »
and reduce the space devoted to and overall amount of player information that does not change much from turn to turn.

Why do you need to reduce that space? What if you have that space. Then it's better display something on it, even if it doesn't change "from turn to turn", because the other, worse option is creating a command to display that information. It increases the complexity for no reason.

Design / Re: UI design (WIP)
« on: October 07, 2017, 08:22:49 AM »
In this case it would be quite easy to make it optional to switch the location of message area, and also the side stats area from left to right.

Here in Australia people are making a great fuzz about legalizing gay marriage

I think they should make marriage illegal everywhere and for everyone.

Events and News / Re: your favorite roguelike
« on: October 02, 2017, 12:42:14 PM »
The only executable file I can see asks for something called Visual Studio(??) when I run it.

It's possibly Visual Studio Redistributable package. They are just some dynamic libraries the .exe is trying to load. You can get them from Microsoft, but I'm not sure which one to install. I have several of them from 2005 to 2017, they come with Visual Studio also.

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 29, 2017, 06:28:54 AM »
Interesting! Maybe I will one day learn another programming language...

Although of course bigger concepts can become messy, like what often happens in random dungeon generation. It sometimes becomes hard to keep track what is happening and why, but it's more like "generic" problem. Still I think making code more modular helps in that case, too.

Off-topic / Re: Bitcoin, Ethereum, cryptocurrencies, ICOs, etc
« on: September 19, 2017, 09:06:22 AM »
it only has that value because people agree that it does

The value is set by how real economy works. It's not a random thing. Crypto is more like stocks, based on imaginary value of things.

Events and News / Re: ARRP 2017 looms stealthily!
« on: September 14, 2017, 04:46:06 PM »
It's this weekend? I'm working on Teemu 1.3, but no way anything is going to happen that soon.

Off-topic / Re: Bitcoin, Ethereum, cryptocurrencies, ICOs, etc
« on: September 12, 2017, 12:23:53 PM »
No, and I don't get it. How these people are getting money from.. like, nothing? We need to reset this world to stone age and start again from there.

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 04, 2017, 11:13:34 AM »
The most challenging task this week was, frankly, reminding myself of how the code for sentence generation works

I remember this used to happen when I was programming in C (procedural). C++ is too structured for that to happen really, if you are using self-explanatory names for classes etc. And keep classes/member functions small enough.

Programming / Re: How to apply lighting to this FOV routine?
« on: August 26, 2017, 11:24:28 AM »
Somehow I can't match the size of lighting data to the area of FOV in this routine. It looks like radius 5 is not 7x7 tiles (visible area) but 11x11, but it still wont match.

Programming / Re: How to apply lighting to this FOV routine?
« on: August 22, 2017, 05:17:23 PM »
Well there is one solution and it's a "manual" array of data for the light intensity. It's bit more tedious way, but with that you can simply forget math, because you don't need it. You need only FOV part which in this case is already there. Then create light data for each radius size (shape of the light with intensity values from 0-8). There aren't that many of them so it's doable.

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