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Messages - Grue

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Other Announcements / Re: roguebasin
« on: June 10, 2007, 08:43:33 PM »
Oh, crap! That's what you get for using ages-old version of MediaWiki. Too painful to revert it all without rollback, they need to give me that admin bit ;)

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Traditional Roguelikes (Turn Based) / Re: The Sewer Massacre 1.0
« on: May 30, 2007, 09:15:02 PM »
Hmm, you should'+ve run away from that ooze, they're slow. Or drink some stuff. Having an axe on L4 is quite lucky to waste a character like that!   ;D

Yeah, I was thinking about adding all that cosmetic stuff, but I was a little short on time, so I decided to drop it for this version. And it would look like I'm ripping off from Corremn's game SewerJacks, which has some nice water effects...

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Traditional Roguelikes (Turn Based) / Re: The Sewer Massacre 1.0
« on: May 28, 2007, 11:44:27 AM »
OMG, that inventory bug is horrible! That's because monsters drop all their items when dying... Gotta put up a fix...

EDIT: The fixed files are up.

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Traditional Roguelikes (Turn Based) / Re: The Sewer Massacre 1.0
« on: May 27, 2007, 10:43:17 PM »
Yes, luck does matter a lot, but tactics are also important. You're probably doing the standard clean level - descend approach, but it's not the best strategy. Running away from monsters also can help.

The game should generate a mortem file, mortem.txt.

The character screen... well, the combat mechanics are really simple, and I haven't thought that displaying all those parameters would be useful - of course that's because I knew them anyway. You have a point here.

Good that it's working for you under Linux. I was a bit worried that the Linux binaries would fail horribly on most systems or something.

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Traditional Roguelikes (Turn Based) / The Sewer Massacre 1.0
« on: May 27, 2007, 08:39:59 PM »
I'm pleased to announce the release of The Sewer Massacre 1.0, which will
without doubt mark the milestone of roguelike gaming. Product of the secret
alien technology, this version improves greatly on the earlier 7drl version,
adding new monsters, new effects (such as poisoning) and intense gameplay, which
will keep you on the toes until your character meets a bloody death.

Discover the secrets of the underground, now!

>http://common-lisp.net/project/lifp/sewers.htm<

Windows and Linux binaries are available, as well as the source code.

Warning: this is one of the most challenging roguelikes available. If you like
your roguelikes nice and easy you're adviced to stay away from The Sewer
Massacre. Are you the fire, or just another flame?

Have fun!

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Programming / Re: Labyrinth generation
« on: May 23, 2007, 09:32:36 PM »
I wasn't aware of it. Pretty cool!

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Programming / Re: Labyrinth generation
« on: May 22, 2007, 04:31:13 PM »
You can try cellular automata algorithm (never seen this one put to good use). If you take the Game of Life and change the parameters (when cells die and appear) you'll get stable maze-like structures. I don't remember the right parameters off the top of my head, but you can play with various freely available Game of Life simulators to find them.

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People are not moving from Usenet because it's PITA to remember passwords for thousands of forums, when all discussion about everything can be had in one centralised place with one login and pass. It is also pain to mantain avatars and signatures and stuff, so as not to look very bland. I have a lot of accounts on different forums, but hardly ever post, because it just takes too much time to follow all responses to my posts in different forums/subforums.

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Early Dev / Tower
« on: May 13, 2007, 06:22:02 PM »
I finally was able to run Tower (http://tower.sourceforge.net/) and it's quite impressive. I think this is one of the most promising projects around. The Nethack-like interface sucks, but eye-candy and various crazy items make up for it. I think you should check out this one, Slash, especially since it's written in Java.

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