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Messages - puddinhead

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7DRLs / Re: the Hunt - 7DRL 2014 - Update Thread: Finished
« on: February 19, 2015, 02:27:16 AM »
The link is now broken! Does anyone know where I can still find it? This game looks really cool and I'd really like to try it.
    thanks.

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Programming / Re: blinking cursor in Libtcod
« on: May 31, 2014, 06:55:48 PM »
I've used curses before and it is definitely out of the question.
My game loop is actually just like that. I have been using it for stuff like animated water and fire. However if I wanted to have the blinking cursor under the player I would have to alternate between '@' and '_' and the player would disappear half the time. I could also create my own symbol that is the '@' with the '_' combined which would work, but if I wanted to say use the blinking cursor to move around and "look" at things then that would not work at all
http://doryen.eptalys.net/demos/
at the link above you can find a demo called "Tile Engine" that proves you CAN layer things with Libtcod.
however I cant make much sense of it and it may be a little much to implement for just an aesthetics problem.

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Programming / blinking cursor in Libtcod
« on: May 24, 2014, 10:57:52 PM »
hi, so the title pretty much says it all. I am using C++ with Libtcod and I really want that classic look with the blinking cursor under the player.
So if any of you guys know if there is a way to do that inside libtcod or another way to simulate it that would be great.
thanks

4
Design / realistically small overworld
« on: May 03, 2014, 03:50:52 PM »
One design issue that I have been kind of stuck on for a while now is the size of the overworld map. I want it to be small, but not too small.
I'm not the biggest fan of how other games deal with this. Angband just has an ugly wall around the town.  Adom has mountains that you can't climb.
Most are completely underground. Others just have an invisible wall.
The way I am dealing with it now is with a fairly small island for the overworld. This allows for everything to be stored together
and I dont have to chunk the map up for speed. I like this method, but I was just wondering if anyone has any ideas on the subject.
Other ideas I have are:
a post apocalyptic city with rubble blocking the way
floating island with void around it
the same way with the islands, but there are ports and you could travel to other islands. kind of a chunk system, but more simple

any ideas would be helpful.
thanks  :)
 

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Programming / Re: keeping track of multiple enemies health?
« on: February 17, 2013, 06:02:12 AM »
Thanks for all the replies, they were really helpful! 
I successfully managed to divided up my project. I'll have to look into it more, but the singleton pattern looks like the way to go.

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Programming / Re: keeping track of multiple enemies health?
« on: February 14, 2013, 06:05:42 PM »
ah yes, well I have a couple constants that I put in the header like that with the header define guards, but that's not where I go wrong(for all that I know :p). I have a map class that is pretty much used by every function, when it comes down to declaring the  instance of that class a then passing it too every function that needs it,  that's where I get lost. how do I declare and use the same instance throughout the whole project?

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Programming / Re: keeping track of multiple enemies health?
« on: February 14, 2013, 04:26:07 AM »
yeah I've checked them out, their really helpful!
one thing though, when I get around to dividing my project up into multiple headers and sources like in the tutorial I always have a lot of trouble with global variables and end up sticking to one source and header, for now.
does anyone know a good way to get around this? should I just pass the information I need in arguments? or..?

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Programming / Re: keeping track of multiple enemies health?
« on: February 12, 2013, 06:30:52 AM »
thanks for all the help guys :)!
I haven't been on here for some time,
jeeze it was a while a ago when I was trying to figure that out,
I'm using C++, and this is how I do it now:
Entity* entities = new Entity[10]; // well I actually use a vector
entities[5]->hp -= player.atk;

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Programming / keeping track of multiple enemies health?
« on: September 07, 2012, 07:30:04 AM »
heyy guys!

So, ive been working on a simple rougelike for awhile now, I have items and inventory down, but once I started adding monsters I got stuck on this one problem. Pretty much I want to have 2 instances of say a goblin, but right now when I attack one of them it changes the health for all of them. what kind of system should I use to do this?

thanks!

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