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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Psiweapon on March 03, 2011, 02:18:34 AM

Title: PRIME (Zap'M variant) updated to v1.5
Post by: Psiweapon on March 03, 2011, 02:18:34 AM

;D HAY GUISE.

I have updated Prime to v1.5!

I have added several new monsters, three new professions, and more items as always.
I have also released the 1.5 source.

I'd love some feedback and bug reports  ;D


New monsters:
U: Very high level psycho bitch.
Z: Sometimes friendly, well-armored, CC, the letter comes from the name.
Z: Shoots green stuff, slow, the letter comes from the species.
@: Knights in shining armor.
g: Goes boom. Low-level nasty.
z: low-level, quick, the letter comes from the species, appears in packs.
G: corrupted extraterrestrials
@: crazy marines (watch out for their armor)

You can get it at the homepage http://primetheroguelike.galeon.com/
Or if you're just as lazy as me, here: http://galeon.com/primetheroguelike/PRIMEv15.zip  - it'll show a stupid page, but just go to the address bar, press enter and it'll download alright. I think.

Windoze executable only for now (my apologies u.u), the source for v1 and v1.5 can be found at the homepage.

PRIME tops ZapM with:
-Longer dungeon branches.
-Two more character classes.
-Colored canisters!, with more descriptions.
-More, better equipped monsters.
-More informal identification.
-More items:
  -Cloaks.
  -Plasma weapons.
  -Unarmed weapons.
  -Melee weapons.
  -Armor.
  -A couple more here and there.


And now for the not-so-small print:

ZapM is a game by Cyrus Dolph which you can find at www.zapm.org (http://www.zapm.org) for the super price of 0 buckazoids.

KNOWN ISSUES:
Occasional canister without description  :-\ -Fix'd in v1.2  :D
Scrambled non-randomly generated monsters!!  :-X -1.4 released because of this
Title: Re: PRIME v1 released :D
Post by: kipar on March 03, 2011, 10:17:37 AM
Download link is broken (it points to http:\\primev1.zip)
Title: Re: PRIME v1 released :D
Post by: Psiweapon on March 03, 2011, 11:05:40 AM
I suck so much. Fix'd.

Bear with me, plz, I'm a n00b  :'(
Title: Re: PRIME v1 released :D
Post by: getter77 on March 03, 2011, 12:49:37 PM
Congrats on making first release, keep at it!

Don't forget to whip yourself up a Roguebasin page.   ;)
Title: Re: PRIME updated to v1.2
Post by: Psiweapon on March 03, 2011, 06:19:05 PM
I've made a small update for fixing potions and adding cloaks. Geez, updating the homepage and all is a chore  :P
Title: Re: PRIME updated to v1.2
Post by: Fenrir on March 03, 2011, 09:03:00 PM
http://www.freehostia.com/free-chocolate.html

Try these guys. You get free hosting with no banner advertisements, and you can install Wordpress or something for blogging about updates. It will be far easier updating your progress with a blogging platform.
Title: Re: PRIME updated to v1.3
Post by: Psiweapon on March 07, 2011, 03:37:08 AM
a z clawed me to death  :-X
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: Psiweapon on March 14, 2011, 10:30:25 AM
Sooo... updated to v1.5, bumping  ::)
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: Ancient on March 14, 2011, 12:48:29 PM
New monsters:
U: Very high level psycho bitch.
Isn't green U already reserved for Unix mail daemons?
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: Psiweapon on March 14, 2011, 01:55:03 PM
I think that's *bright* green... let me check.

Yes, Daemons are U, U, U, and U, but the green one (mail daemon) is kGreen, that monster in the list is kDarkGreen. In-game, I think there's only one "green" color for formatting text here. Also the creature type for daemons is kProgram, which is why I used the U for that monster.
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: kipar on March 22, 2011, 12:01:24 PM
1.5 version don't works for me:
MSVCR90D.dll and MSVCm90D.dll not found.
Perhaps you should compile it in Release mode (Or I should instal MSVS20xx redistributables).
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: Psiweapon on March 22, 2011, 12:12:53 PM
Yes, I actually uploaded some debug mode execs...  :D I didn't notice, I suck so much.

I thought I had already put a release mode exec for 1.5... I've just compiled and uploaded the current version, let me know if it works.

I have to go to uni rite nao!!! >_<
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: kipar on March 22, 2011, 12:37:39 PM
Current version works fine.
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: Psiweapon on March 22, 2011, 11:57:12 PM
Wow, thanks for trying it :D let me know any impressions, good or bad!
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: kipar on March 23, 2011, 12:36:25 PM
It'll be great to see flavoured descriptions and\or numerical characteristics of items in-game (perhaps only after using floppy of ID-ing on them). Maybe it is against spirit of original game, but...
What is better - phaser or blaster (also zap gun vs laser pistol)? What exactly chameleon suit do - monsters sleep longer or they can lose your track? Have cape of superheroes any bonuses? Is that gun heavy or light?
I know I can look into sources or ask in forum, but it will be better if I can get this information from the game.
Title: Re: PRIME (Zap'M variant) updated to v1.5
Post by: Psiweapon on March 23, 2011, 01:38:21 PM
The phaser is better.

The zap gun is shitty, but consumes very few *. I included it mostly to give the G a ranged weapon. It has a chance of stunning but it's proving useless, so I'll have to tweak it in a future version (or maybe even remove it and give them laser pistols)

The chameleon suit grants you 20% concealment, "handled kludgily in ApplyConferredResistances" as Cyrus comments.

The superhero cape grants you moar speed and protection against a type of damage.

I'll look into writing a function for examining items, a la (D)rop, that brings up a menu to select what do you want described. For monster I guess the easiest way would be extending the / (look there) and : (look here) commands, but I don't know  if I'll be able to implement it for 1.6 (The "current" version you downloaded is halfway between 1.5 and 1.6)

About which skill does a weapon fall under, yes, it'd be GREAT to know  ::) I guess I *must* implement that sooner or later.

Thanks a lot for the feedback! I'll try to give you a review of your ruby game later today or tomorrow.

Today I've implemented the Pyrokinesis power, which had a placeholder in the original game, but haven't tested it yet.