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Messages - Krice

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1
Off-topic / Re: Console videogames
« on: November 17, 2017, 01:04:20 PM »
Anyone has other console games to recommend

The last good commercial game I played was Paper Mario: Thousand-Year Door. It has really nice combat system, simple in a way but you can do lots of tactical decisions. The ending was not that good, but 70% of the game was good if not great. It's a kind of game that almost no one is creating these days, when everything is marketing and games are clones with no original ideas (unless it's some experimental indie game but they are never complex games like rpgs).

I guess some can enjoy playing Witcher, but I wouldn't be one of them.

2
I think he meant MUD people, not mud people.

That's what I said, mud players. Or MUD, but I feel like wasting my time pressing shift while writing. For them there is no regular computer game that can beat muds. Also, no computer based RPG can be as good as real D&D.

3
You're more or less describing ADOM.

I think it's a trick question. You know those mud people are bit crazy sometimes.

4
Programming / Re: C# change font and font size at runtime
« on: October 31, 2017, 07:12:41 AM »
Try google search, Sherlock. I found something from third hit with "C# change console font". But I think it's actually not a good idea to change it manually. Just let it be the default and users can anyway change the font from window properties as usual.

5
Programming / Re: Help me find a better language than C++
« on: October 30, 2017, 10:35:16 AM »
Can you give me something TANGIBLY wrong with all of programming, in general, today?

Lots of problems there really. A big problem that has always been there is theory vs. practice, in both programming theory and performance. For example functional model is "good" only in some cases, but still some people take it as a religion. I think multi-paradigm languages are the best ones for generic programming. C# and some other languages like it tries to fix C++, but sadly C# is closely tied to .NET. I think we need a high level language (that compiles to machine code), but something more generic still. I hope that the dialog between computer hardware and language is simplified to more abstract level so that the language doesn't need to know specific features of the hardware. This could be done possibly even without external libraries, directly in the language.

6
Off-topic / Re: My little rant about anarchism
« on: October 29, 2017, 07:50:13 AM »
shares a lot of its analysis with marxism/socialism

This is also one problem in politics, everything has a "label" and when you try to suggest something it ties into some label. That's why the situation in USA is so messy. They can't figure out even simple things like health care, because anything else than hugely overpriced private sector health care is "communism" for sure. I guess same thing led them to politics that work from right to far right. It's not even close to democracy.

7
Off-topic / Re: Ladyboys
« on: October 29, 2017, 07:44:59 AM »
Anyone into ladyboys here at RogueTemple?

I'm into women, but since I'm very bad at getting them the next best thing is create roguelikes.

8
Off-topic / Re: My little rant about anarchism
« on: October 28, 2017, 07:36:48 AM »
Where is this anarchism a problem? Think about it. If we have couple of anarchists wandering around it's nothing compared to the whole system. I guess at least some anarchists understand something is wrong, even their actions are not productive.

I think people hate the way politics has become and that hate is real. It seems to be always the same thing, our leaders will go overkill and only think about their rich friends in the 1% of people. That's not the way society should work.

9
Design / Re: Skill category problem
« on: October 19, 2017, 06:05:19 AM »
And if you think about "searching" as an action/skill to look for resources (kind of like a bushcraft skill), maybe you can use it as a general action, but that its outcome is affected by PER(ception) stat, since rangers and bushcrafters are so good at perception

That's true, might be a better way to do searching.

10
Design / Re: I need opinion on this map design
« on: October 19, 2017, 05:59:11 AM »
It looks a bit generic and featureless. I think a spaceship should have some kind of plan with rooms and areas that have a purpose. It's a difficult thing to do for sure and it's not that bad to use "generic" style, because the game is so much more than just the level design.

11
Design / Re: Approaching "enemy sees player"
« on: October 18, 2017, 05:48:26 AM »
3) Enemies awake when player sees them. In this case, the enemies only awake when they are seen by the player. It is quite ok for a simple roguelike, but I need to implement enemies with different LOS size, so this wont work.

Could work if you also check the distance to the player and don't wake up the creature if it's too far away. I would also use "sound" based approach with simple distance check and possibly how much the player is making noise. Also, I would use pathfinding only if the creature has difficulties to approach the player directly when it knows where the player is. Even then it's often questionable, because how does some simple monster know how to pathfind the player? Maybe it could just stand there or leave.

12
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.

13
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.

14
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.

15
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.

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