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Topics - corremn

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7DRLs / Btooom! Roguelike [7DRL 2007] - Success
« on: March 14, 2017, 12:07:44 PM »
Hello everybody!

It is that time of the year when people release a roguelike "game" along with many many other people and it gets ignored totally. Until some random guy/girl decides upon a whim to actually play your game (assuming it resembles a game, I have been on the review committee many times and what passes as a game is totally up for debate it seems. FYI your random crap better not get reviewed by me because I like actual working GAMES to qualify as a game).
Anyway I lost my point.... oh yeah I have released something that might resemble a game... or not, whatever.

P.s. You probably might of guessed by now that I am quite drunk. Yay alcohol (and three cheers for Chromes built in speel checkar, rah, rah, rah!)

P.s.s Binary will come when I can be bothered finding somewhere to upload it. (i used to always use google code - which has not worked for a few years - did I mention that this is m first release in quite some time. )

P.s.s.s And some random proof that this game is not a figment of my imagination

P.S.S.S  Btooom! is a Japanese manga series, with an animated series on Netflix, based around hand activated bomb combat.

Off-topic / You know you have been away from roguelikes too long when...
« on: February 14, 2017, 01:42:08 PM »
So I was updating a link in Roguebasin recently (first time in like forever) when it asked my a simple question to prove I was not a machine...

Finish this title: Ancient Domains of ... [   ]

Umm, I know this one ... its ... Damn it.  Google search ...  d'oh!!

Considering this was the second roguelike* I was every obsessed with, you would think I would remember that. 

Maybe its time to give back to the community that I have turned my back on for so long. (or not, whatever :) )

*  (for those playing the game, the first was Moria)

Announcements / Warlock Of Firetop Mountain roguelike
« on: June 28, 2014, 05:38:13 AM »


Some time ago in an age called the 'eighties' (some of you grey-beards might even remember this time) there was a gamebook released called Warlock of Firetop Mountain. History has it, that is was awesome. So fast forward twenty something years and there once existed a 7drl based on this awesome book. There it sat in the dark for nearly 10 years until it now sees the light of day again (or the dimly lit corridors of a perfectly cut mountain abode)

Anyway I found this little gem on my harddrive and started playing it, and was amazed that I actually found it fun, its simple design and gameplay really stuck a chord with me. (and possibly highlighted everything that I have done wrong in roguelike development ever since, but that is for another topic...)

So I present to you the new and improved adaptation of The Warlock of Firetop Mountain.

Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock, or so the rumour goes.
Several adventurers like yourself have set off for Firetop Mountain in search of the Warlock's hoard. None have ever returned. Do you dare follow them?

You take the role of an adventurer on a quest to find the treasure of a powerful Warlock, hidden deep within Firetop Mountain.
People from a nearby village advise that the treasure is stored in a chest with two locks, and that the keys are guarded by various creatures within the dungeons.
You approach the shadow of the great mountain.

The local villages have warned you that the entrance is well guarded...

Good luck!


I personally think it looks beautiful - done with the freetype2 lib


version 0.2.0 19/06/2014
- Rebuilt under MS Visual Studio 2013
- Added loops in standard dungeon generation
- All elemetal resistance items have max resistance
- Added flee command ('F')
- Added teleports
- Fixed crash bug upon ascending special (red) down stairs
- Removed some startup crashes upon building the dungeon
- Items are highlighted (blue) on the ground if better than your current equipment.
- Fixed possible crash on exit when you have more than 3 inventory items.
- Orc colours are now different.
- Monster resistances are now known via [m]ore command
- Brief monster descriptions via [m]ore command
- Automatic gate unlocking, when descending and the correct key is in inventory.
- Fixed some graphical weirdness and changed the world size to 80 x 39
- Hacked up an auto-target routine for shooting.
- Cleaner shooting path generation

Announcements / Magic Fountain 7drl
« on: March 22, 2013, 12:54:59 PM »
Introducing Magic Fountain my entry for the 2013 annual Seven Day Roguelike Challenge.
It was supposed to be a game about choice and cool air or mech vehicles. The vehicles did not get in, nor did the heavy weapons, that you rip off vehicles/barricades. The level choice made it though, each level has 2 different coloured portals, each colour takes you to a different island type, and different enemies.  Most likely some islands types are easier than others.  Find the fountain, save the day.

Regular players of my games will recognise that the game uses the Troll Slayer fighting system, as well as my Warhammer 40k fatality system. Critical hits have been toned down though.

Windows only.

Version 02 aka Bug fix.
Fixed crash on startup due to bad memory management.
Fixed infinite loop bug on populating monsters on first level.
Fixed crash bug on ordering allies to escape level when there is no down stairs.

Announcements / 7DRL Success: Waaaghammer 02 (bugfix)
« on: March 19, 2012, 01:23:40 PM »
I am pleased to announce the release of my 6th Seven Day Roguelike: WAAAGHAMMER.

In this game, you play the role of an orc, awakened to find himself alone and confused. You must guide your orc through Orcish society to find his place in the world, or die trying.

Inspired by Warhammer 40k.

Version 02: Waarghammer
The bugfix release is already uploaded.  As per 7DRL spirit no major changes in the game where added.

Read the Manual before playing.

Windows binary and code available.


ADD: Added abilities screen to key map. (default 'a')
ADD: Marked neutral and team monsters with background colour
ADD: Unblocked 'leave area' and 'dont move' commands

MOD: Fixed spelling errors.
MOD: Slight adjustment to Monster Info page. (highlight some words)
MOD: Modified some Monster colours (gretchin, squig herder, squig)
MOD: Shows teef amount in inventory
MOD: Modified how push ability works
MOD: Reduced Leadership value on a number of creatures
MOD: Potions of Poison are no longer drinkable
MOD: Adjusted player hitpoints and hitpoints/energy upgrades
MOD: Added dead valley colour scheme

BUG: Teef are stackable
BUG: Fixed escalating armour class for our hero.
BUG: Fixed ability selection with arrow keys
BUG: Fixed inventory display did not show body slot.
BUG: Fixed crash looking at pet squig

Off-topic / Does anyone have a copy of Sewerjacks 7drl - circa 2006?
« on: March 04, 2012, 09:44:11 AM »
I thought it might be nice to have a copy uploaded for prosperity, but I don't have my old computer any more and I did not backup my code :(

The game was ascii only and version 0.7.x.  (0.7 was the firsts release, 0.7.3 was the last bug fix for it)

Thanks, I am not holding my breath.


Other Roguelikes / SewerJacks Issues
« on: February 13, 2012, 10:14:00 AM »
Sewerjacks - the Bloodbowl roguelike.

Since I was having this conversation with Legend (I hope you dont mind me posting it here, let me know ASAP), I decided to put it here incase others have had any issues.

An issues regarding using fullscreen in ASCII mode popped up. On some machines running the ascii.bat will not work with full screen. I have no idea why, but apparently running it from a bat file and running it from a windows short-cut do different things, even though they both call "Sewerjacks -ascii". I will drop the .bat file support for all my games now.

Just had a couple run throughs. I think I see what you meant by static lighting. Unless you plan on making it dynamic somehow in the ascii, I don't think it's that bad. It adds a little character to the levels.
Static lighting in the ascii levels was a thought I had but never really followed through with it, I wanted a flickering atmostphere but I kinda dropped ascii development.

I noticed that in ascii mode, the status bar along the right side of the screen and the right side of the dungeon overlap each other. As in the dungeon shows under the stats like my ally and whether I can blitz. Pretty mucky looking and hard to read.
As for overlapping bar in ASCII, I just noticed that my self, I added it to my to-do list.

The level generation seems to be a little different between the ascii and the tile modes.
Level generation between ASCII and tiles is the same. Sometimes you get a run of similar looking levels. This is just a random artefact. I think anyway :)

Is there a way to make the mouse pointer disappear? Kinda annoying when there is no use for the mouse.
Mouse control is half implemented, but should not be used for ascii. Noted.

It would be nice if there was a message displaying what item you are standing on instead of having to step off of it and use the "l"ook command.
I also noticed that messages do not show up when walking on a item. I guess I play in tiles mode and I can easily see what the item is. Problem noted.

When I use the "o'rder ally command, if I don't press something after a couple seconds, it automatically cancels the command somehow without me pressing anything.
Never noticed that the order command time outs. The text might disappear if you move the mouse though. I will check this.

It would also be nice if when the player uses the "o"rder command, the options are a selectable list like the main menu is being able to use the arrows and enter keys to make my selection.
I have considered a selectable list for the order menu. I might add that as an option. Good idea.

Having a hard time using grabs, throws, and kicks since the enemy is almost always "active" whenever I am close enough to kick, throw, or grab.
Getting the enemy stunned or prone and being able to take advantage of it, can be increased by a number of ways. 1/ Having allies to attack/throw at the enemy, 2/ by being faster than the enemy to attack them before the recover (or use blitz), 3/ pushing enemies into walls to immediately follow up with a kick. 4/ by having mighty hit or strong throw to increase chance of stuns/knockdowns.
Some skills, like dirty player, make kicks much more effective.  Grabs are most effective when surrounded by enemies and you need to escape, or when you want to position an enemy closer to a wall. Works well with blitz.
Not sure what you mean by throw. Throwing takes more time than other actions, so you wont be able to make use of the enemy being knocked down (agility speeds up throw actions).  But it makes it easier to 'blitz attack' an enemy thrower.

What's the dice do?
The dice are a 'secret'. Well not really, there is always another 'item' generated with the dice somewhere on the level. The two are combined some how....

It would be nice if there was a message notifying me that a creature is an ally. I kept trying to attack a goblin and wondering why i just kept switching places with it. Maybe if they had the underscore highlight? About ally recognition, in tile mode evil and good creatures have red or blue armour respectively. I guess I need to add this to ascii mode. In the mean time your allies are listed on the side under your stats.

Anyways. Just some initial thoughts. Very interesting game. I also look forward to the warhammer roguelike.

So do I :)

Just some more comments/questions.

Been playing orc/goblin. Are rats suppose to ignore me cause I'm an orc/goblin? Their state is still hostile, but they ignore me and just swap places with me instead of letting me attack them.

Ok, Sewerjacks was originally written to play good races only and evil races, e.g. orcs/goblins were put in for fun. Rats are evil and therefore dont attack evil characters. I do plan on changing this, so they only are peaceful to other 'rat' creatures.

What's the summoning circle do?
Summoning circles can be 'p'icked up to activate it. They allow random summoning of an ally or enemy depending on the colour of the circle.  I should rename the two summoning circles to make it easier to tell the difference.

What does it mean under the exrtaordinary skills section that
"These skills are not available for upgrades"?

Exrtaordinary skills are only for special and unique characters. And yes if you progress further in the game you will actually unlock extra races/classes. Look out for notes that give you clues on special characters. E.g entering in 'Ratboy' or 'Gandalf' will give you a unique or unlocked character.

A race/class section in the manual would be very helpful. There is very little info on them in the character select screen.
Ok, but there are so many races. But I guess info on the starting races is fair enough.

It would be nice to have a command to go back to the main menu from the mortem screen after the player dies instead of having to exit the program and start it again from windows after dying.
 Yes going back to the menu screen is something I should do. Thanks. I noticed that Infra Arcanum does this and it works very well. Its on the list!

I've yet to find a weapon. :( Only instablitz, charm, pogo stick, dice, and health.
The deeper you go the more regular weapons show up. I guess you have not defeated a goblin fanatic or loony yet, as they drop there weapons.  Remember to kick more when you have a pogo stick:)

Anyway thanks a lot for playing and the feedback. Some good stuff there, especially that you have reminded me to actually support ASCII again. I was about to drop it!!


Off-topic / "a word that means status control"
« on: February 09, 2012, 01:02:13 AM »
Hmm I was trying to come up with a word that combines the meaning of "status" and "control" and typed my query into Google. The forth entry that came up was the wiki page for "F*ck". :D

"What the status/control!" i thought  ;D 
Google you gave me my first laugh of the day! 

Off-topic / Tower Defence games.
« on: January 28, 2012, 02:15:34 PM »
I am ashamed to admit I have been playing a few of these lately  ::)  I find a lot of these online time killers and doing just that, killing time.

I have been playing Kingdom Rush on Kongregate.
I am getting to grips with the difficulty a lot, I find it quite hard.

Temple of the Roguelike / Error uploading picture to post.
« on: November 20, 2011, 10:51:54 AM »
An Error Has Occurred!
The upload folder is full. Please try a smaller file and/or contact an administrator. 

While attempting to attach a 42 byte PNG file.


Early Dev / Warhammer 40000: The Roguelike
« on: August 31, 2011, 10:13:23 AM »
Ok so its a working title.

A quick video of the game in development, sorry ASCII only at this stage. This vid shows off the bloody combat and fatalities.

Direct Youtube

Let me know what you think.

Early Dev / Warhammer, WH40k or Underdark?
« on: July 15, 2011, 01:40:22 AM »

I have been toying with the idea of doing a new roguelike (possibly my last) and I keep coming up with the following settings.

  • Warhammer,
  • WH40k,
  • and Forgotten Realms Underdark based on Drizzt Underdark trilogy.

Essentially the game would feature a stock standard dungeon crawler and a couple of extra game modes depending on the setting, like an arena, tower defence or adventure mode (wander around the surface and do quests and stuff).

Basically what I would like from you guys is an indication of which setting would people like to play the most???

I am currently more in favour of WH40k because it is more original (in roguelikes) and you can have guns, alien technology, psychic abilities, mutations, chainsaws, flame-throwers and sorcery in one game. Which is cool. And Space marines are the perfect protagonist for a roguelike. If there is anyone who could walk into a room and kill 20 crazed cultists with their bare hands it is a member of the fabled Adeptus Astartes.

I really like the dark oppressive nature of the Warhammer universes, especially 40k where death, suffering and war is the norm.  If you have not read any of the Black Library novels  and you like dark fantasy, what the hell are you waiting for.  

R.A.A Salvatores Underdark is a more "darker" setting than the usual Forgotten Realms settings, where usually everyone just loves to hold hands and sing as they slay orcs and goblins or the many novels about elven high society politics! Blah!  Give me death, misery, suffering and futility anyway. Hell that the key to good roguelikes anyday :)

I will release something for the ARRP and hopefully down the track I will be asking for collaboration.  

Events and News / ARRP 2011 - Annaul Roguelike Release Party
« on: June 27, 2011, 07:05:41 AM »
The Annual Roguelike Release Party

...Just a reminder...

From Roguebasin...

Too many roguelikes can languish with half-fixed features. If we can, once a year, ensure our roguelikes are polished and updated, we can avoid this trap.

All active roguelike developers are encouraged to release an update to their roguelikes on the appropriate date in September.

A simultaneous release will:
  • provide moral support as we struggle with resurrecting code we left in an untenable state three months earlier
  • encourage developers to release at least yearly through the wonders of deadlines
  • celebrate the size and vibrancy of our community

2011 ARRP

The deadline for the 2011 Annual Roguelike Release Party (ARRP) is September 18th 2011. This is the nearest Sunday to 6 months after the 2011 7DRL competition.

Those who plan to participate are encouraged to declare their planned releases. Announcement is not necessary though - simply releasing your game or updating on the above date is required to participate.

Participants sign up here

Off-topic / Portal 2
« on: April 21, 2011, 01:38:16 AM »
Few games have captured my attention like roguelikes do. Enter portal.

Anyone played Portal 2 yet?

Announcements / Inversion Of Control - source released!!
« on: April 14, 2011, 12:13:18 PM »
I have finally gotten around to uploading the source.  The bad news is that I have never attempted to build it on any other platform but windows.

Currently it requires:
  • OpenGL
  • SDL
  • freetype2 lib

It comes with a Visual Studio 2005 solution and it should build without any other downloads.  Should work with 2005 express.

If anyone can build this let me know, especially if it is a linux build or something like it. -look at the download section


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