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Messages - Krice

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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.

Programming / How to apply lighting to this FOV routine?
« on: August 22, 2017, 07:25:56 AM »

So I'd like to use lighting with this routine which seems to be quite nice. My lighting values are from 8 to 0 (dark). I have some kind of idea about distance and light value, but this routine is kind of strange and I'm having difficulties to figure out exactly how.

The closest I got was getting a distance from my Coords class like this: (oc = origin coordinates)
Code: [Select]
   while (next.x != x1 || next.y != y1)
int d=oc.Get_Distance(next);
if (v<0) v=0;

But with this the light source is rectangular in shape.

Programming / Re: Recommended Language/Development
« on: August 21, 2017, 10:35:10 AM »
I recommend C# and Visual Studio or MonoDevelop, all free. C# is a nicely structured language and  very easy to learn.

C# is solving like 10% of the technical problems compared to C++ (something like memory management, strings and lists are easier in C#). It's just a language, it's not magic. One of less known problems in advanced languages is that they tend to be slower than C or C++. It's not a problem in small projects, but may become a surprising issue in large scale games.

Programming / Re: Help me find a better language than C++
« on: August 21, 2017, 10:27:30 AM »
It just makes sense for a next generation game to be written in a next generation programming language

It is kind of funny that we still have to use programming languages that were developed mainly in 1970's when for example graphical displays were quite rare and everything was text and command line based. As in linux development style today. I really think we need something better than anything we have today, with new kind of thinking that would remove all those tedious procedures we have in programming. Most of my problems in programming are technical problems that could have been solved by using more advanced built-in algorithms than what we have.

Events and News / Re: Roguelike Radio podcast
« on: August 18, 2017, 10:20:18 AM »
Anything as "complex" or more so than nethack is also going to be bad.

Buddy, you are on a wrong forum with that opinion.

Events and News / Re: Roguelike Radio podcast
« on: August 17, 2017, 09:36:46 AM »
Nethack is bad.

I know, but it's still the best roguelike we have. It's quite weird to realize that.

Events and News / Re: Roguelike Radio podcast
« on: August 14, 2017, 09:29:29 AM »
Har! In that case, I can't think of a single Roguelike from the last 20 years.

It's true, because there are no new roguelikes. ADOM and Crawl have been updated, but it's not the same.

I also have lot of bad days, but it has nothing to do with this.

Events and News / Re: Roguelike Radio podcast
« on: August 12, 2017, 08:02:24 AM »
Not every Roguelike has, or should, be of the mega project variety

Most of these "roguelike" games are not even the level of original Rogue, let alone something more complex as Nethack (which in my opinion should be the starting point of complexity for a new roguelike game). This is the problem. We get all these new games, but none of them are roguelikes! It's a strange situation, but for commercial game developers money is important so they need to put their games in some category and I guess roguelikes is what they are using.

Events and News / Re: Roguelike Radio podcast
« on: August 11, 2017, 06:50:59 AM »
if you are not following up with looking into things before passing judgement

It was an educated guess and now when I was watching gameplay video on youtube I was right. It's exactly like all those simple "roguelikes" designed for casual players. You could say they have all roguelike features (turn-based, permadeath, random dungeon generation, rpg-system (often, as in this case, -very- light weight one)) but it's not everything. You need more than that.

Events and News / Re: Roguelike Radio podcast
« on: August 10, 2017, 02:04:51 PM »
not defamatory and negative as that ill serves the place.

I'm not negative, I'm realistic. The worst service to this community is always think every roguelike game is good or at least trying to stay positive.

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