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Messages - jaydg

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1
Traditional Roguelikes (Turn Based) / NLarn release: now 0.7.6
« on: June 07, 2020, 03:35:30 PM »
Good morning, good evening, whereever you are,

a new version of NLarn is finished!

Hopefully this time the macOS installer is working properly.
You'll find all the details in the release notes and there's also the downloadable files.

Regards,
Joachim

(It seems I never posted this.. Better late than never)

2
Traditional Roguelikes (Turn Based) / NLarn release: now 0.7.5
« on: April 24, 2020, 06:13:47 PM »
Hello,

again a fresh release. Finally the difficulty is increased on winning the game, as in Larn.
And some nice UI improvement should make playing slightly more enjoyable.

The full release notes include the download link.

Cheers,
Joachim

3
Traditional Roguelikes (Turn Based) / NLarn 0.7.4 release
« on: April 09, 2020, 02:36:39 PM »
Hello again,

I bring you good news: NLarn 0.7.4 is finished.
Some nasty or stupid bugs are gone and the UI is significantly more polished.

Have a look at the full release notes and list of changes.
You'll find the files on the NLarn download site.

If you run out of options of games to play during the lockdown, this should keep you busy for a while  :D

Cheers,
Joachim

4
Traditional Roguelikes (Turn Based) / NLarn release: now 0.7.6
« on: September 08, 2018, 10:32:50 PM »
Hi all,

its alive! Alive!

Finally I found the motivation to continue work on the game and even managed to collect enough changes to prepare a release.
You can find the list of changes here: https://nlarn.github.io/news/2018/09/08/release-0.7.3 and grab it from there: http://sourceforge.net/projects/nlarn/files/nlarn/0.7.3/

By the way, the code is now on GitHub, feel free to star it, fork it, enhance it!

Cheers,

Joachim

5
Really liking the game so far. Although, it would be nice iof the enter button could be used to make selections and if there was an option to pick up all items in a pile at once. And if the game told you what you are standing on when you move over it instead of having to use the look command every time.  Other than that, I really like it.

Enter should work when selecting single items, e.g. when reading a book. Where else do you expect it to work?

There is an old ticket for picking up all items in a pile, so I guess this issue is still valid  ;) - will look into it soon.

As you are the second person to request item notifications in this thread I think I'll implement it pretty soon.

--jaydg

6
When I try to start the game, I get an error saying: "This application has failed to start because libglib-2.0-0.dll was not found." Using the zip file version.

Yeah I got the same error, and even when I placed that dll in there, I would get another error and another, the installer works though.

This is amazing. The zip file includes the same DLLs as the installer; so if the installer works, the zip file should work, too. How do you unzip and start the game?

Do you open a console, navigate to the folder and start the game or do you just double-click the executable from Explorer? I guess the working directory might not be correct with the latter method.

--jaydg

7
1) I think any item you walkover should be automatically "examined" so you don't have to press ':' to take a look. Maybe keybindings should just be custom...  :D I find several of the keybindings to be annoying but that's really just me.
Good point. I'm only afraid this will clutter the message area beyond tolerability when using auto-travel, but I'll try it out. When I find time I'll make the key bindings customizable, but that seems like a lot of work and I have other things in mind first.

2) Messages should be colored, particularly when a weapon breaks, I can't tell you how many times I've been fighting only to realize I have no weapon (I actually do like how weapons break rather easily though). And maybe duplicate messages should have that "Some message" (x2) sort of thing.
Color is on its way. In fact it's almost done, only a little piece is missing.
I like the idea to indicate duplicate messages, I think I'll implement this.

And that's it really, I've died too often to get any deeper, but I'll let you know how it goes.

P.S. Man, those Gnome Kings are really tough, I'm sorry I ever sat down in that throne...

I found the game quite easy  ;D
Just avoid the gnome kings until you're ready to face them and you should easily reach the lower levels. Just do not fiddle with the thrones...

--jaydg

8
Good to see you're still working on NLarn.
Very nice game, and also very roguelike!

Good to see you're still interested in NLarn  ;D
What do you mean by very roguelike?

--jaydg

9
Dear gentlefolks of the temple,

I'd like to introduce to you a new release of NLarn!

The number of the beast is 0.7.2 and it brings not only some enhancements, but also some (quite important) bug fixes. The list of changes will reveal more of the gory details.
You can grab it from the usual download site.

The new feature, which cost me quite some nerve, is an installer for Mac OS X. To ensure NLarn doesn't feel too alien on a Mac I use SDL PDCurses instead of ncurses. If and how it works on any computer that is not the one I built it with would by quite interesting. I'm pretty sure it won't work on older Macs as it is a 64-bit program with 64-bit dynamic libraries. Please post your experience with it here!

Have fun!

--jaydg

10
Traditional Roguelikes (Turn Based) / Re: NLarn 0.7.1 is here!
« on: May 30, 2012, 11:24:48 AM »
What plans are brewing from here...perhaps a target for ARRP 2012?   ;)

ARRP sounds like a good idea for some bigger features, but I intend to do another release pretty soon. This will bring little impromentents, but an installation package for Mac OS X.

At least that is the plan, you never now how things turn out.  8)

11
Traditional Roguelikes (Turn Based) / NLarn 0.7.1 is here!
« on: May 27, 2012, 02:05:42 PM »
Dear fellow roguelike developers and players,

it is my pleasure to announce to you a new version of my time-leaking project NLarn. This release concentrates on bug-fixes and balancing, but also includes some nice (at least in my opinion) additions.

Please have a look at the list of changes and grab a copy while there are some left.

Looking forward to your feedback!

-jaydg

12
Traditional Roguelikes (Turn Based) / Re: NLarn 0.7 released
« on: November 11, 2011, 03:01:50 PM »
How so? Doesn't sound like too much trouble. Is there some problem with scrolling to other direction in the console output system?

On one hand, the code where the messages are written is disgusting, but that can be overcome. On the other hand, I do not have a really good idea how the messages could we displayed in reverse order.

Given the following example of the current layout
Code: [Select]
current message: a very long line
  that is wrapped
  over and over again
older message: bla bla

How would you display that in reverse order?


The first idea would be to show the last line of the newest message at the bottom of the screen and stack the lines in reverse order above that:
Code: [Select]
older message: bla bla
current message: a very long line
  that is wrapped
  over and over again
I guess this does not make sense, as you wouldn't know where the current message starts and focus on the message pane for a while.


Having the first line of the newest message start at the bottom and the following line above it is even more illegible:
Code: [Select]
older message: bla bla
  over and over again
  that is wrapped
current message: a very long line

That's why I think that showing the messages in reverse order is not easily done. Unless you come up with a better proposal  8)

13
Programming / Re: neohack -- code introspection in C
« on: November 09, 2011, 11:40:15 AM »
You might want to have a look at GObject. This library is part of GLib and supports writing object oriented C. There is another library which allows introspection: GObjectIntrospection.
GLib can load modules at runtime.

I guess all the things you want to do can be achieved with these libraries.

14
Traditional Roguelikes (Turn Based) / Re: NLarn 0.7 released
« on: November 07, 2011, 11:35:30 AM »
For my taste the newest, i.e. the most relevant message has to be close to the map.
There could be an option to reverse that, and even third option to display old school way: only messages that happen during one turn. I somehow feel it difficult to read the messages as it is now.
Showing the messages in reverse would take too much time and cause too much pain to implement, but if you and Skeletor think it's worth it I'll add an option to show only the current message.

I think I found a bug. Scroll of enlightenment, it's showing a light circle and revealing level structure, but it looks like it's only following in X direction (or restricted to 0 in Y). The top left corner of the level was kept totally unexplored, because the circle didn't reach that area:

http://koti.mbnet.fi/paulkp/temp/nlarn1.png

Thanks! This is definitely a bug, I've already been able to fix it.

15
Traditional Roguelikes (Turn Based) / Re: NLarn 0.7 released
« on: November 06, 2011, 09:34:47 AM »
Only thing bothering me is the "wrong" or reverse order of message output. New message should be at the bottom, then scroll up.

I think this only makes sense if the messages were shown above the map. For my taste the newest, i.e. the most relevant message has to be close to the map.

When I implemented this, I tried to darken the messages according to the age of the message. Messages newer that 5 turns were white, 5-15 turns old messages where gray and older messages were dark gray. Unfortunately it turned out that dark gray on black is something that many terminals do not display properly, so I left everything as it is now.

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