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Messages - elsairon

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Off-topic (Locked) / Re: Usenet down. Temporary or Permenant?
« on: October 27, 2008, 06:50:16 PM »
I tried GG yesterday with no luck posting there in r.g.r.angband.

Has it worked for you in the last two days or so?

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Off-topic (Locked) / Usenet down. Temporary or Permenant?
« on: October 27, 2008, 04:17:12 AM »
rec.games.roguelike.* have been inactive for a few days. Lots of ISP's are pulling the plug. What can we do to maintain the open communication lines & archives of information?

Glad Rogue Temple and Roguebasin exist. It will give a point of recovery and a place to start rebuliding Rome.

I hope some of the servers survive, but we won't know until the smoke clears.
--
Elsairon

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Programming / Re: Drawing on a diagonal...
« on: October 15, 2008, 08:11:50 PM »
Not sure how it would work

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Flipping directly a traditional gridded map won't 'snap' properly at 45%

You might have more success with a hexagonal style map.

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Programming / Re: Developing a scripting system
« on: October 15, 2008, 08:05:02 PM »
I've implemented loading monsters, keybindings, and maps from external files. That said, I don't use a scripting language, just a strict parser for each data type ( re-using some of the core parser tech and adding on what is needed for each different data type)

Having data in place ouside the code is nice for tweaking without haing to recompile anything.

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Programming / Re: Action Points?
« on: February 03, 2008, 03:27:50 PM »
Good points all around.

Here's the idea that I'm using for developing my RL.

Any change needs to be noticable by the player, clearly visible on the screen in some way, (or perhaps via some sound if you use those).. maybe by a message, or showing current bonuses, etc.

If the player doesn't notice it, it adds nothing to the game for that player.


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Programming / Re: Worst bug you had?
« on: January 04, 2008, 02:50:57 AM »
Worst bug I had was also the stupidest ever... Game was crashing randomly for some unknown reason, but usually it didn't.

Eventually I found (by implementing more movement AI) that movement code was not being checked and creatures sometimes tried to move off the map edges.

The display code then tried to draw them .. and crash.

Lesson: assert that values of parameters and return values for functions are in the allowable range before using them.

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Programming / Re: Messing with dungeon generation
« on: January 04, 2008, 02:45:36 AM »
I came to the conclusion that "overlapping" rooms were the source of all bad things. They generate two major problems: walls inside the rooms dividing a bigger room area and floors that destroy walls from the original room that was overlapped. This in turn makes it impossible to find a wall facing to certain direction when the other room just wiped them out entirely. Making the two rooms connected wont solve that problem, you would have to connect the two rooms physically to one room with the same room mask id. That was too much for me and I disallowed the creation of overlapping rooms. It's probably going to make some level types less interesting, but I don't care.

I know what you mean. Several things I tried to add didn't work right for me. Like making circular rooms on a grid. Eventually I got them working (2 years later) so I didn't include them in the dungeon generator.

I think making it work is first priority. When thats done, improvements can always be made later.

Right now I don't even use a dungeon generator for my tests.. I just load ascii text files that I hand-edit into maps. I'm majorly refactoring my map creation.. so I don't even have a working dungeon generator in my codebase right now.

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