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Messages - mendonca

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Development Process & non-technical / Re: Plans for 2014
« on: January 10, 2014, 01:18:10 PM »
I think a reasonable target would be putting something out for the ARRP in September ... damn daughter getting in the way of my free time ...

Now I have said it out loud it must be done.

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Other Announcements / Re: 2013 in Roguelikeyness
« on: January 04, 2013, 08:45:42 AM »
Oh, hey! Developers just love such initiatives. Then I'll let you know that PRIME has new release planned mid January. You may wish to delay on it a bit since on Windows current version crashes on exit. You need to re-run the game every death, too. :-( Fixing this is on the way.
Thanks for the heads up! I'll make sure I hold fire on the PRIME thing until after the release :).

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Other Announcements / Re: 2013 in Roguelikeyness
« on: January 03, 2013, 08:10:08 PM »
I would love to say concentrate on developing my game, but I can see other little things getting in the way. Or more specifically, a tiny little thing that will probably throw up everywhere.

In the meantime I've decided to put together my own response to the ROTY poll, which basically involves me playing - and reviewing - all the roguelikes that did about as well as mine did (which wasn't very well, but I was incredibly delighted with how many votes the game received).

I'm having a lot of fun* with Rogue's Tale at the minute (played and written up / scheduled this, PRIME and Steam Marines so far). I'd love to carry on through all 283, but I think that might be pushing things for one year.

http://hundredheroes.blogspot.co.uk/

Check it out, or if not, check out some of the games that came near you in the poll! Spread some love!

*if quickly repeated painful deaths are fun

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Programming / Re: Complete beginner/idiot question (libtcod)
« on: November 07, 2012, 08:19:19 AM »
As a thought, have you installed Python (I'm using 32-bit 2.7, I think)? Also have you added all the relevant DLLs etc. to your game directory, from where you are running the script?

Checking through the stuff I am working on, you should have the following in the same directory as the script you are trying to run (assuming windows):

libtcod-mingw.dll
libtcodpy.pyc
libtcodpy.py
SDL.dll

font_file.png (arial10x10.png if you are flat out copying the tutorial)

And then your own python script (or scripts) e.g. My_Roguelike.py

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Programming / Re: Strange Display Errors
« on: November 05, 2012, 04:20:54 PM »
I could well be wrong, but I am suspicious of those offsets.

How have you defined 'con'? At what size?

Just looking at the code - you seem to be putting things (console_put_char_ex) at up to MAP_WIDTH + offset, but only blitting up to MAP_WIDTH (for example) - at the very least that will mean you can't see all the changes you have made - and if you haven't made 'con' big enough, you could be printing outside this console.

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Other Announcements / Re: Roguelike Radio podcast
« on: October 31, 2012, 08:31:57 AM »
Will check them out  :)

Listened to the Caves of Qud one last night, really interesting - glad to see the brutally punishing character creation was by design - and reminded me that I should go play that again sometime.

For some reason I will feel happier now dying in a frozen tomb of my own making, knowing the designers wanted that to happen!

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Other Announcements / Re: Roguelike Radio podcast
« on: October 30, 2012, 11:54:49 AM »
Very enjoyable podcast.

Tarn Adams is always good value, the guy just goes on and on whilst remaining both interesting and coherent - also very nicely interviewed, got a lot out of him in the available time.

The 'danger' with some of the podcasts he has done is that because he is very listenable, and has a lot to say, he can talk for hours about the same thing - but this struck a good balance.

Nice work, will make a concerted effort to go back through the archives  :)

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Early Dev / Re: 100 Heroes: Shopkeeper of Doom
« on: October 27, 2012, 01:49:06 PM »
Nice one on the shirt  ;)

There is ONE 'marketing' strategy in the game at present, which might have saved your bacon - you can 'Call Over' heroes from within the capital-H individual hero interface.

Not sure there is much else I can say to all that, except, thanks!

Gives me a huge amount to think about, and I pretty much agree with every comment you've made. Hopefully in the future it will be much closer to the game you THINK you are playing rather than the one you are  :)

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Early Dev / 100 Heroes: Shopkeeper of Doom
« on: October 26, 2012, 08:19:51 AM »
Hello!

I've been working on a game for the past six months or so, called 100 Heroes, about a shop owner in a town in a generic fantasy world.

You play the role of that shop owner, and the objective of the game (at the minute) is basically to get a high score before you either run out of capital, or get destroyed by a monster.

http://www.bay12forums.com/smf/index.php?topic=105835.0

It's been done as a hobby to teach myself a bit of Python, but I have been having so much fun creating it I suspect I will continue to develop it for a while when I get the urge or the time to do so.

The game as it is has some of the features I intend to add, but I reckon I have pretty much taken it to the point where the current design document 'ends'. Because of this I'm pretty much just adding, developing and polishing things on an ad-hoc basis, which is cool and everything but won't really cut it for the 'next stage' of the game.

Existing systems are basically an illusion of complexity, at best, with lots of very simple dice rolls and limited actual 'decision making' taking place. I'm at a point now I think where things need to start getting a bit more complicated - and for that I need to plot out in detail what the next 'stage' of development will look like.

As such, I would be interested if anybody had some feedback on the game to help drive the game in the right direction.

I ask here because one of the most important concepts of the game to me is that is has a 'roguelike' feel, and so I would be interested in opinions as to whether or not the basic elements of the game achieve that at all (or not).

Thanks for listening  :)

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Traditional Roguelikes (Turn Based) / Re: 100 Heroes (Now at Alpha v0.10)
« on: October 16, 2012, 12:19:47 PM »
edit: also .exe posted, follow link in OP  :)

He he! That was quick!

Thanks getter77.

Also I have a highscore to beat, to tempt you all in to trying this thing out ;)


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Hello everybody!

My names mendonca, named after the semi-legendary Grimsby Town striker (Association Football parlance) and nothing to do with any Brazilian Musicians (I'm not that culturally aware - although arguably Clive was a great artiste, and must have been a little bit Brazilian).

I'm based in the UK, and have been enthralled with Roguelikes ever since I grabbed a copy of Nethack about 10 years ago, and laughed my way through a thousand stupid deaths.

Recent Roguelike achievements include playing Angband on the TV in my front room via a Raspberry Pi, and also putting together a reasonably simplistic roguelike-inspired game for myself, as a hobby to learn a little bit of Python (with Libtcod). I am rather enthralled that getter77 actually posted a link to my Bay12 page in this place (THIS ONE HERE) and in fact I shall consider labelling myself as a Game Developer from hereon in, to all strangers not sufficiently wise to the real truth.

I should probably start this introduction again, fraudulently referring to myself as such ...

So hello, it's good to be around, and I hope to contribute positively to this forum  :)




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