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Messages - Avagart

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1
Design / Re: I need opinion on this map design
« on: October 18, 2017, 06:23:10 PM »
It looks really nice, especially as *idea*, I'd like to know more about implementation of that map generation. Although, it would benefit of more chunks of map - it looks strangely repetitive at the borders of the map. The problem is, it doesn't look like spaceship interior at all. Too messy, too... unstructured. Would work great as as *mine-like* levels, thought.

2
Temple of the Roguelike / Re: roguetemple.com moved to wordpress.com
« on: October 17, 2017, 07:00:13 PM »
Everything works fine on latest Chrome.

Btw, It'd be good to update roguetemple-related links on roguebasin.

3
Events and News / Re: your favorite roguelike
« on: September 30, 2017, 06:59:56 AM »
What difficulties? Unpack game archive, then run executable.

4
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 28, 2017, 07:46:13 AM »
Quote
Things have to stabilise sooner or later… right?

Yup, you're right :) Take care, good luck.

5
Announcements / Re: Rogue Effect (now at v1.0)
« on: September 26, 2017, 06:59:04 AM »
1.0 release of Rogue Effect is what I was waiting for a long time :)

6
Events and News / Re: ARRP 2017 looms stealthily!
« on: September 14, 2017, 07:57:20 AM »
It's too sneaky, there are links to 2016 events on the main page of roguebasin.

Anyway, count me in. It's going to be first public release of Infinity Dungeon Fraternities, and the game itself is still tech demo... But ARRP is a good opportunity to implement feature or two.

7
Early Dev / Re: Golden Krone Hotel
« on: August 20, 2017, 06:41:05 AM »
Count me in :) For Linux, at least.

8
Default fortress mode is building game, but there is also adventure mode.

If I remember correctly, Cataclysm DDA let use existing world by multiple characters. But it's definitely more survival oriented rather to exploration based game.

9
@denizzka well, I didn't try to code it myself, but mouse examples from omni-samples works flawless on Ubuntu 16.10 32bit.

@Cfyz I remember that you are planning to switch to use SDL for bearlibterminal. Does it mean that you are going to drop support for true/open type fonts?

10
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 12, 2017, 09:00:34 AM »
In my personal projects, I'm working with one main (bigger) file and bunch of auxiliary files usually. But
Quote
Try it sometimes yourself.
I worked in such a projects, and it's why I asked about that. For me, it's much harder to find specific stuff withing ~1200 files (every class had own file), especially when simple feature needs tinkering with about a dozen files. Don't know, maybe it's matter of taste, but I had problems to work with that kind of codebase.

11
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 12, 2017, 08:07:16 AM »
A bit offtopic, but @Krice I always wonder why most people say that managing 1 big single file is hard (and bad practice), but managing hundreds-to-thousands small files is the only good approach, because it's simple and easy to manage...

12
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 10, 2017, 10:11:17 PM »
Quote
writing massive lists

...and dictionaries? Didn't you fall into *massive* performance problems? Python is just fine for roguelike development, but lists and, especially, dictionaries are really slow and eats memory like a monster.

13
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: July 03, 2017, 11:11:18 PM »
It's nice to see you back into URR development :) Good luck!

14
Announcements / Re: Angband (Now at v4.1.0!)
« on: June 25, 2017, 03:27:14 PM »
Traps overhaul sounds sensible, I;m curious how it's going to work in practice.

15
Early Dev / Re: Soulblight
« on: June 22, 2017, 09:57:06 PM »
So... that post gave me better overview about Soulblight than all posted screenshots and photos. It sounds really interesting. If it's not secret, can you explain, how you'd *encouage* player to, for example, thinking twice before purchasing if character is greedy? Some kind morale penalty?

I didn't ask if it's good. I asked 'what makes it good'. But I got answer already.

To be honest, I don't like newsletters, but access to alpha / demo would be nice. How much are you flooding mailboxes with that newsletter? :D

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