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Messages - Valhalla

Pages: [1] 2
1
Programming / Re: Nails 7DRL Demonstration
« on: October 16, 2008, 08:38:50 AM »
Well, I got the game semi-done in time, but I've been awfully busy with my band and haven't had the time to upload it to my webserver.

When I get back home to my computer, I'll upload it and show it off.

2
Programming / Re: Nails 7DRL Demonstration
« on: October 12, 2008, 08:52:03 AM »
I'm not exactly sure what Wine is, but if it works, then by damn I won't change anything O_o

Anyways, I'm finishing up enemy scripting and then I'll get on item scripting. Then... Well, I'm pretty much done. >_>

3
Programming / Nails 7DRL Demonstration
« on: October 10, 2008, 11:52:27 AM »
Ok, so I started 2 days earlier than planned. Ended up finishing my band practice early, and had quite a bit of time to spare, so I started.

Simple map demo and name entry screen so far, I'm currently working on inventory setup and item placement. I've got it commented off for this demonstartion release.

Complete engine is in Basic4GL (Uses OpenGL to render.)

Demo shows:
-Name Entry (8 characters max)
-Map movement (Scrolling 100x100 character map in 40x20 viewport)
-Fading Character/Item effects (Player's @ symbol color fades in and out)

Enjoy. More to come soon.

Nails Demo - 573KB

4
It's been a while! It feels good to be back.

But, enough with the small talk. I'm getting right down to business!  >:(

Allright, so my last 7DRL attempt failed just a few days before I got it finished, due to busy-bodying around and losing interest.

NOW!

I'm currently studying a new language and will be attempting to code my first *full* game in it, and I'll be making a 7DRL project out of it!

Of course, there's a difference this time. THIS 7DRL WILL BE ON THE GAMEBOY ADVANCE!

I won't be starting immediately, I've been redoing my website and don't have time. BUT, I have set a start date. October 12th, I will begin programming the game. This will give me until the 18th to finish, and then I shall try to post it on the 19th.

By the 12th, I will also have a website up for the project, which will have daily (if not constant) information and updates from me via a blog.

I'm going to go code some little pieces of stuff to prepare myself. I'll be here nearly every day up until the start of the project and most likely every day until the end.

But for now, I'm out. Wish me luck. Again.

EDIT: My version of DragonBASIC for the GBA has an error with Arrays, so I will be focusing development on PC :/

5
Off-topic (Locked) / Hey guyz
« on: August 16, 2008, 11:15:26 AM »
I've had this website, Team3Soft.com, forever now, and I'm looking to revamp it.

I would like to find some new forum members to chat about videogames, game development, music, literature, or whatever.

So, yeah, check it out, and please go to the OLD Forums. The new one is horrible.

http://www.team3soft.com/

6
Programming / Re: ZOMG!!! 7DRL in progress...
« on: July 31, 2008, 05:08:42 AM »
Well, there are a lot of people trying to get me to lead a team for the project, since I'm pretty skilled in a few programming languages, but I haven't really decided yet.

If the project started now, there are only two people I would choose to have in the team, anyways. One is a composer, the other an artist.

If I found some other C++ programmer, and a lot more people showed interest... It could happen.

But I have drawn a small little mockup of artwork for it. I'm not as good as I used to be at pixel art, so it's not great, but here it is:

http://www.team3soft.com/dokomon2/scene1.png

7
Programming / Re: ZOMG!!! 7DRL in progress...
« on: July 30, 2008, 08:56:05 AM »
Hmm... I dunno. I got awfully close for only 4 days in.

Sometime I will try to release a demo of what I've got.

Also, I was asked today if I wanted to be a part of a Doukutsu Mongatari 2 development team o_O

8
Programming / Re: ZOMG!!! 7DRL in progress...
« on: July 29, 2008, 06:59:03 AM »
Ah, hey guys. Seems I didn't make the challenge. On day 4, my team for Ultimate Abyss got back together and I've been spriting for it (as well as coding, running double duty) since then.

I may start over sometime, though. It was fun while it lasted.

9
Programming / Re: ZOMG!!! 7DRL in progress...
« on: July 20, 2008, 08:45:59 AM »
Day 2 - You must break at least 2 NetHack conducts, in real life.
Day 3 - All code must rhyme. For example, If { ItemUsed = "Health Packs" } PlayerHealth = MAX
Day 4 - You must find a use for the word XYZZY in your code.
Day 5 - In addition to writing your 7DRL, you must win a 7DRL roguelike of your choice.
Day 6 - You must keep at least one unofficial NetHack conduct, in real life. For example: Celibacy, Nudism or Zen (you wear a blindfold all day).
Day 7 - All code must be hurriedly rushed. Nearly all bugs are created on this day. Testing is left until the last hour.

Today I broke THREE NetHack conducts. xD.

Anyways, thanks for the wishings of luck and good tidings and such.

I started out making a text-based roguelike, but for some reason it is easier for me to program a tile-based GUI roguelike. I guess it's kind of odd, but I just feel like I can establish more, in a shorter time.

Heck, I've already got a map generator, Field-of-View (with shading effect for unseen tiles), basic combat, and the ability to travel to other levels.

But I've still got a lot to do, like saving, loading, enhanced combat (spells and such), item pickups, inventory, and the main goal of the game.

A couple of screens featuring progress can be seen here:
http://www.team3soft.com/projects/7drlscr1.png
http://www.team3soft.com/projects/7drlscr2.PNG

EDIT:

Also, I beat the 7DRL "You Only Live Once", which justifies your 7DRL rule for day 5. Har.

I had just realised this. I beat the game on the second-to-last character >_>

I really suck at roguelikes, but they're fun as hell. Har har.

10
Other Announcements / Re: Dungeon Crawl Stone Soup 0.4 released!
« on: July 19, 2008, 07:23:21 AM »
Wha-?

A Roguelike that is easy for us Lappity Toppp users to play?!?

I'm definately checking this out...

11
Programming / ZOMG!!! 7DRL in progress...
« on: July 19, 2008, 07:07:24 AM »
Hiya, fellas.

Seeing as I'm sort of stuck on my projects (Ultimate Abyss and NetHack 3D) until I get in touch with my development team, I decided to make myself useful and write a seven-day roguelike!

I started today, at noon (It's 2AM now), so I have until Friday at 12PM next week.

Not much on the game yet, besides a simple mapping system and movement demo. I already have a layout for character sheets and the beginnings of a story.

And I'm not totally sure how this works, so anyone wanting to point something out, let me know. I suppose this is an "Out-of-Competition" 7DRL, so I don't know if there are any SPECIAL rules that apply (or don't apply) now.

And I'm the only one coding this, so I'm lone wolfin' it.

Wish me luck, my friends.

12
Programming / Re: Multiplayer Roguelike (FleschChasmer Online)
« on: July 15, 2008, 05:55:48 AM »
do not forget my favorite

Kidding, kidding.

Looks nice, though. Congrats on an actual working MMO-ish Roguelike. Even though LAN isn't supported yet (Or is it? I gathered that it wasn't from your post)

But the split screen thing is pretty awesome.

13
Programming / Re: Need some help... With a MapGen algorithm.
« on: July 15, 2008, 05:48:00 AM »
Well, I tried my own algorithm. In fact, I made my own:

Code: [Select]
'MAPPING SYSTEM
dim x,y,z,tiles(29)(29)
dim rooms,rx,ry,rmx,rmy,rtestx,rtesty,rcheck,door
x=0:y=int(-3):z=0
rooms=rnd()%10+1

while rooms>0
rx=rnd()%20:ry=rnd()%20
rmx=rnd()%6+5:rmy=rnd()%6+5:rcheck=0
for rtesty=ry to ry+rmy
for rtesty=ry to ry+rmy
if tiles(rtestx)(rtesty)=2 then:rcheck=1:endif
next:next
if rcheck=0 then
for rtesty=ry to ry+rmy:for rtestx=rx to rx+rmx
tiles(rtestx)(rtesty)=1:next:next
for rtesty=ry to ry+rmy:tiles(rx)(rtesty)=2:next
for rtesty=ry to ry+rmy:tiles(rx+rmx)(rtesty)=2:next
for rtestx=rx to rx+rmx:tiles(rtestx)(ry)=2:next
for rtestx=rx to rx+rmx:tiles(rtestx)(ry+rmy)=2:next
endif:rooms=rooms-1:wend

'for y=0 to 29:for x=0 to 29
'if tiles(x)(y)=2 then:door=rnd()%25+1
'if door=25 then:tiles(x)(y)=rnd()%2+3:endif:endif
'next:next

px#=rnd()%30:py#=rnd()%30
while not tiles(px#)(py#)=1
px#=rnd()%30:py#=rnd()%30:wend
tiles(px#)(py#)=5

'PATHGEN... PART OF MAPGEN v1.0
paths=rnd()%15+5:while paths>0
while tiles(mx)(my)<>0:mx=rnd()%28+1:my=rnd()%28+1:wend
if tiles(mx+1)(my)=0 then:pathdir=0:mx=mx+1:endif
if tiles(mx)(my+1)=0 then:pathdir=1:my=my+1:endif
if tiles(mx-1)(my)=0 then:pathdir=2:mx=mx-1:endif
if tiles(mx)(my-1)=0 then:pathdir=3:my=my-1:endif
pathlength=20:while pathlength>0
pathdir=rnd()%4:pathseg=rnd()%10:while pathseg>pathlength
pathseg=pathseg-1:wend:while pathdir=0 and mx+pathseg>28
pathseg=pathseg-1:wend:while pathdir=1 and my+pathseg>28
pathseg=pathseg-1:wend:while pathdir=2 and mx-pathseg<1
pathseg=pathseg-1:wend:while pathdir=3 and my-pathseg<1
pathseg=pathseg-1:wend
while pathdir=0 and pathseg>0
pathlength=pathlength-1:tiles(mx)(my)=1:pathseg=pathseg-1:mx=mx+1
if tiles(mx+1)(my)=2 then:tiles(mx+1)(my)=3:pathseg=0:endif:wend
while pathdir=1 and pathseg>0
pathlength=pathlength-1:tiles(mx)(my)=1:pathseg=pathseg-1:my=my+1
if tiles(mx)(my+1)=2 then:tiles(mx)(my+1)=3:pathseg=0:endif:wend
while pathdir=2 and pathseg>0
pathlength=pathlength-1:tiles(mx)(my)=1:pathseg=pathseg-1:mx=mx-1
if tiles(mx-1)(my)=2 then:tiles(mx-1)(my)=3:pathseg=0:endif:wend
while pathdir=3 and pathseg>0
pathlength=pathlength-1:tiles(mx)(my)=1:pathseg=pathseg-1:my=my-1
if tiles(mx)(my-1)=2 then:tiles(mx)(my-1)=3:pathseg=0:endif:wend:wend
paths=paths-1:wend
'PATHGEN OVER
'END OF MAPPING SYSTEM

I'm a terribly sloppy coder >_> But as long as I understand the code, it's fine for now, since this is not Open-Source.

Of course, what I meant is that I need to find one similar to NetHack, because that one isn't working for the game.

And this game Tower looks neat. I'd download it, but 12megs is a lot to download on my dialup :(

14
Programming / Re: Need some help... With a MapGen algorithm.
« on: July 14, 2008, 05:03:17 AM »
Never heard of Tower, but I've used Falcon's Eye for NetHack and I didn't like it. What I'm doing looks like NetHack with the tiles at an angle and actual height to them (i.e. walls, character height)

Here's a screen of the Room Generator. I can't get pathmaking to work, but I'm working on it! I'll get it sooner or later.

http://www.team3soft.com/3dhackscr1.PNG

Also, I'm working on a simple tilebased roguelike with my friend that uses a map generator, but it's got not rooms, just paths and stuff.

But I'd really like to figure these paths out. I have an idea, and I'm about to try it. Wish me luck.

15
Programming / Re: Need some help... With a MapGen algorithm.
« on: July 12, 2008, 11:39:02 AM »
Wow, neat-o. This source code you have here gave me an idea for a map generator similar to NetHack, but... Hmm...

I think I might have what I need. Let me see what I can do now.

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