Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - K.I.L.E.R

Pages: [1]
1
Programming / Re: Making a Roguelike in Gamemaker
« on: April 17, 2013, 05:40:42 PM »
My issue with T-Engine after the initial "WTF do I do?" phase was that dependencies can be in multiple areas, meaning modifying one thing requires you to go modify other files, which is really annoying.

Another engine I enjoyed is RPG Maker Vx Ace, as it uses Ruby 1.9.3, and you can completely overhaul the game to make it not recognizable as most RPG Maker games are, and on top of that you can pull Ruby code off Github and use it within the game. I have yet tried multithreading in RPGMaker, but there is no reason why you can not pull satellite telemetry data in real time to generate tiles in a map.

2
Programming / Re: Making a Roguelike in Gamemaker
« on: April 17, 2013, 02:10:39 PM »
    Though it may be up to the task I have to say it sounds a lot more painful to work with than the T-Engine or rot.js.  So much roguelike-relevant stuff comes out of the box with them.  They're don't have as good tutorials and things as GameMaker, but once you get past the initial hurdle many other things are much easier.

    Still, it's a perfectly viable platform for game-making.  It's funny how many people building their own engines scoff at GameMaker, even though many of them haven't managed to make a game since they get so bogged down in the architecture stuff...

    You must be speaking about me. I will pick up on this point and go with it.

    GameMaker:Studio lets you construct prototypes very quickly, and a roguelike can be constructed in as little as two controller objects and a player.
    • World Controller - World generation -> Random generation
    • AI Controller - AI entity generation -> Randomly move in an area (x,y,w,h), ram into player, and clean up hp <= 0
    • Player - Your controls, UI, all your draw functionality can be placed in here

    Outside of this you just create a font and use drawtext with colours and whatnot across all areas.

    Made a very quick roguelike in 15 minutes with some simple swarm behaviour and a HUD.

    EDIT: Can not remove the [/list] tag, keeps coming back with 'Save'.

    3
    Dwarf Fortress?

    4
    Other Announcements / Re: I Have To Be The Worst Roguelike Player
    « on: March 09, 2012, 12:14:36 PM »
    I believe I am the worst. Out of goodness knows how many years, or decades, of my life, I have never beaten a single roguelike as far as I remember, not even coffee break roguelikes. In the end I play roguelikes because I enjoy them, and I play them how I want, regardless of whether I win or not.

    5
    Other Announcements / Re: How much would you pay for a roguelike? (USD)
    « on: August 15, 2011, 06:48:46 PM »
    People spend $120 on really bad games these days, if a roguelike was good I would spend money on it, heck I have even donated to roguelike devs in the past for $20.00 AUD a pop.

    Dwarf Fortress is a game I would spend $50 on. Most games now days, especially AAA titles, are not worth more than $5 - $10.

    6
    The Roguebasin / Re: RogueBasin erroring out?
    « on: June 02, 2011, 04:55:01 AM »
    If you use Google translator you can treat the page as Spanish and it will become readable in English.

    Yes, I agree, this is very annoying!

    EDIT: YAY! It is back.

    7
    Temple of the Roguelike / Re: Back online
    « on: January 03, 2011, 04:24:59 PM »
    I was afraid the site died or something. I may not post often, but dammit I visit often.  ;D

    Should donate...

    8
    Temple of the Roguelike / Re: Spam Filter for Forum
    « on: July 07, 2010, 10:36:16 AM »
    I just added a new spam-divert-countermeasure.

    Actually, the first countermeasures implemented on the temple were far too naive: they relied on JS validation, easily overrideable by the experienced spambot.

    This time, it's different  8)

    You used server side validation? ;)

    9
    Classic Roguelikes / Re: So I've started playing Moria.
    « on: April 01, 2010, 02:33:35 PM »
    I beat Moria yesterday. Easiest roguelike ever.  :P

    10
    A few years ago a friend of mine steered me into the realm of mind maps, and ever since I've found them invaluable. I find note taking to be laborious, and sometimes even nonconstructive. Mind maps allow simple, but abstract, ideas to span across each other and you end up with very specific tasks.

    I use mind maps to take abstract notes on what I read, as opposed to dot points, it helps to keep ideas in the back of my mind for longer, and lets me worry about piecing the greater idea together at a later time. If I'm tired I can come back later without having to read through notes or re-read a book.

    The reason I believe mind maps work well for me is that I don't have to read anything. I only need to glance at my ideas through a tree, cutting down details quickly and allowing me to get to what I want. I've always been lazy with my planning in general, mind maps have changed this somewhat, but in the end the bigger advantage is that I am planning instead of just coding.

    11
    Programming / Re: Corner detection algorithm
    « on: March 28, 2010, 06:53:12 AM »
    It's been a while since I've done any image processing, however looking at various algorithms for corner detection. I've come across a few things here.

    I'm looking into "The Trajkovic and Hedley corner detector", as it seems the easiest and most feasible. I doubt people will want to look into convolutions and whatnot to solve this problem, as it is overkill.

    12
    Other Announcements / Re: How do you like your roguelikes?
    « on: March 26, 2010, 08:10:47 AM »
    Tiles. I use Windows and I hate using the small console on my 27" monitor.

    Pages: [1]