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Messages - hawk66

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1
7DRLs / Re: Fehlfunktion [7DRL-2016] [success]
« on: April 03, 2016, 03:43:39 PM »
I like your game :)

What's your experience with Unity 3D in general building a rl ?

2
Programming / Re: C# Roguelike development via Monogame
« on: December 31, 2014, 08:23:35 AM »
If you like to have an ASCII-console for MonoGame, I can recommend this library: https://github.com/Thraka/SadConsole

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Programming / Re: curses library for JVM
« on: December 13, 2014, 12:39:39 PM »

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Programming / curses library for JVM
« on: December 13, 2014, 12:21:12 PM »
I've found https://code.google.com/p/lanterna/ and it looks nice - except that it has no mouse support but could be added according to its author.

Does anybody know an alternative or even a roguelike library like libtcod for Java/JVM?

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Programming / Re: C# and MonoGame...anybody else?
« on: November 23, 2012, 10:13:16 AM »
I was a Java fanboy for a while, but after being forced to use C#, I must say, it's... better >_>, in most of the ways that matter to small development teams (though there are fewer libraries- which can make difference depending on what you're trying to do).

Anyhow-- what sort of questions do you have or think you may have?

I've not a concrete question, yet ;). I was just curious if anybody else use MonoGame to share thoughts, best practices concerning developing rl. So far I've played a little with MonoGame and have drawn a fractal map...MonoGame seems quite performant.

Currently I'm in the process to create a very basic version of a random floor generator and to draw this then.

And yes, C# with .NET is really awesome to develop!

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Programming / C# and MonoGame...anybody else?
« on: November 16, 2012, 06:20:24 PM »
Hi,

I've started to develop a roguelike in C# and MonoGame...would be curios if anybody uses the same language and framework to discuss issues, architecture and other things?

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Programming / Re: Viability of Python
« on: September 09, 2012, 04:34:15 PM »
I think, you just should try out some languages and see in what you feel the most comfortable with. I've tried out Python by myself and I don't like it but that does not mean I claim it is a bad language or would not be suitable for your project.

If you want to support iOs in the longterm, you may check C#/Mono, which is available for every major platform (Windows/Mac/Android/Linux/iOS etc.). Just be aware of that for Mono on Android/iOs you have to pay a quite high license fee/year (but using Mono for Windows/Mac is free).

C# and its libraries is a cool language, much more superior than Java.
I've just started today my own roguelike project with C#/.NET


Just my thoughts.

8
Programming / Re: Tablet ideal device for a roguelike?
« on: July 14, 2012, 09:12:33 AM »
Yes, that's also my biggest concern...if you bring all those key combinations as buttons, menus etc. in the GUI, you might get a overkill...

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Programming / Tablet ideal device for a roguelike?
« on: July 14, 2012, 08:31:42 AM »
What do you think...is a tablet PC a suitable platform for playing roguelikes or do you think the PC still wins here due to the availability of the keyboard, which is usually the most efficient way to play a rl?

On the other hand a tablet is ideal in that sense, that rl do not need have much requirements concerning cpu/memory/graphics and an ascii/tile UI can be nicely done on a tablet. I might also be more convient to play on your couch...

Appreciate your thoughts^^

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Off-topic (Locked) / Re: Shop system for a ss2 rl
« on: May 01, 2012, 07:58:00 AM »
Thanks for your input guys. Some good ideas, actually :)

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Off-topic (Locked) / Shop system for a ss2 rl
« on: April 25, 2012, 06:38:30 PM »
My personal feeling is that a roguelike with a System Shock 2 setting (not an exact clone of this great game) would be really awesome.

What I did not like in System Shock 2 was the 'shop system' that is the slot machine, that has allowed you to buy ammunition and all other similar 'dangerous' stuff, which would surely not be available in such a slot machine :).

I'd be curious if there are any good ideas out there, to make a 'shop system' in such a setting (spacecraft) a little more realistic?

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Programming / Re: wilderness generation
« on: October 08, 2011, 09:52:47 AM »
In the meantime, I think the greater challenge is to generate not the basic terrain but to generate an interesting map (placing forests, roads, small towns and of course all customizable).

I have a modern RL setting, so no fantasy stuff.

So if anybody could share some ideas, links I'd be happy.

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Programming / Re: wilderness generation
« on: October 03, 2011, 07:09:55 AM »
With realistic I mean no fantasy setting and that stuff.

In the end, the map generator should support generating maps for different climate/regional zones (like deserts, rain forest)

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Programming / wilderness generation
« on: October 02, 2011, 08:40:48 PM »
So, I need a more or less realistic 'wilderness' generator for my rl. I have found this article http://www.elderlore.com/en/tag/wilderness-generation, which is quite interesting.

Does anybody know a more detailed article about this topic / any coding examples?

I'm using libtcod, so I think I have a look at the heightmap-generator there...

Thx.

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