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Messages - Nikolai

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That's basically possible - if GOG would be interested.

Cool.  How do we get them interested, or find out if they'd be interested?

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Any chance that you'll make this available on GOG as well?

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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Beta 5)
« on: January 25, 2018, 01:01:17 PM »
Holy, sweet monkey, Kyzrati!  You are a machine!  How on Earth do you manage to generate such a volume of high-quality content every single release?

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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 2c)
« on: July 28, 2015, 01:09:28 PM »
My copy of Alpha 2c thinks that Alpha 2b is the latest version of Cogmind.

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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 1b)
« on: June 15, 2015, 03:29:12 PM »
This is one reason among many, Kyzrati, why you are awesome.  Some of us became software developers because we wanted to make games, but had to give up that dream for one practical reason or another.  Seeing development blogs like this lets me, for one, enjoy the experience vicariously, which I can't thank you enough for.

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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 1)
« on: May 21, 2015, 11:46:33 AM »
This looks fantastic!  I'll certainly be wanting to get a copy as soon as the budget clears for it.

Your wallpaper links are broken, though.

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Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO
« on: March 10, 2014, 04:23:57 PM »
That sounds more like what I was experiencing in the game, which is why I was looking to increase those numbers. I see the key is to look at the odds of not being noticed instead. I guess it's because being noticed is a single event per multiple steps and not being noticed is a single event per one step, but I still find that difference pretty elusive.

You can think of it like flipping a coin twice, where flipping tails is "being noticed".

If you flip tails on the first flip, you're done.  That will happen half the time.

The only way to get noticed on your second flip is to flip "heads - tails".  That happens 1/4 of the time (half times half).

The only way not to get noticed at all is to flip "heads - heads".  If you think about it, the only way to avoid being detected in x turns is to flip heads x times.  The odds of that happening are (1/2)**x (one-half to the xth power).  The odds of being noticed, then, are one minus that number.

It takes a bit more care in keeping track of things when the odds of "being detected" are not equal to the odds of "slipping by successfully" for each turn, but the logic is identical.

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The website (http://en.cataclysmdda.com/) seems only to have up to version 0.7.1 posted.  Can you tell us when to expect that 0.8 will be available?  (Or am I simply looking in the wrong spot?)

Thanks for your time.

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Got it.  Many thanks.

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The Windows executable link on the page still refers to the January 3 build.  When can we expect the January 20 build into a Windows executable to be available?

Thanks for your time.

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Other Announcements / Re: newbie asking for tutorials
« on: October 06, 2011, 03:08:46 PM »
could someone please explain some of the lines of code in this tutorial
http://roguebasin.roguelikedevelopment.org/index.php/Complete_Roguelike_Tutorial,_using_python%2Blibtcod,_part_1

Could you be more specific about what you need here?  The tutorial goes into what each block of code does, and that (combined with a working knowledge of Python itself) explains a great deal.  Where are the holes in your understanding?

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Traditional Roguelikes (Turn Based) / Re: 4DRL Success! Zombie Swarm
« on: August 09, 2011, 01:54:31 PM »
I'm keenly interested in giving this game a try.  Is there any way to download it from a place that doesn't require my PayPal information, especially since it threatens to charge me if I forget about the account?

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