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Messages - flend

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1
7DRLs / Re: TraumaRL
« on: April 27, 2014, 09:57:11 PM »
I had a look but I couldn't figure out how this could happen after my fix. I'm about half way through a check before the game starts which confirms all items & features are routable from an elevator and respins the map gen if it fails. I'll see if I can finish it on the train tomorrow.

-flend

2
7DRLs / Re: TraumaRL
« on: April 26, 2014, 09:14:04 PM »
Vanguard, appreciate your enthusiasm for finding broken edge cases. I'll take a look. I think the correct version is up there, this might be another case where I do carry out a connectivity check but I fail to populate the connectivity checker with stuff already in the room.

-flend

3
7DRLs / Re: TraumaRL
« on: April 20, 2014, 12:19:43 PM »
Let me ask a game-themed question then. Are the later levels too big? I think, yes.

-flend

4
7DRLs / Re: TraumaRL
« on: April 18, 2014, 09:49:54 AM »
I have just uploaded v1.04 which fixes the cunning bug that Vanguard experienced where you fight through the entire station, enter the escape pods, go to press the launch button ... and find an impenetrable wall between you and it :)

I'm also working on a post-7DRL version focusing on improved variation of combat & balancing which I hope to release in a couple of weeks. However, that might be paused since I need to throw together a talk for this year's IRDC about the graph algorithms and heuristics used to build the game.

http://flend.net/traumarl/index.html

-flend

5
Programming / Re: PrincessRL & libtcod-1.3.2
« on: April 02, 2013, 10:39:28 PM »
Thanks for the info AgingMinotaur. PrincessRL worked for me on latest Ubuntu (32-bit) after I install mono-complete and libsdl. Copying the flatlinerl.exe on top of the PrincessRL libraries also worked (I remember I had to do some hack on the c# wrapper dll but that was 4 years ago and I've forgotten it :) ). So that's all good and uploaded.

Now I just need to find and then recompile libtcod-1.3.2 for 64-bit. I don't really want to use a later version since the c# wrapper seems to be no longer maintained.

-flend

6
Programming / Re: PrincessRL & libtcod-1.3.2
« on: April 01, 2013, 10:28:13 PM »
Further info: the build of libtcod is 32-bit (my Ubuntu is 64-bit) but it doesn't work for me even with ia32-libs installed. Sounds like a rebuild from source would be best, so keen to get a copy of libtcod.

-flend

7
Programming / PrincessRL & libtcod-1.3.2
« on: April 01, 2013, 09:56:41 PM »
When trying to get flatlineRL to work on Linux, I noticed that my PrincessRL linux binary no longer seems to work.

http://flend.net/files/princessrl-linux-v104.zip

It doesn't seem to like the libtcod.so , for some reason I've yet to figure out.

It's C# built against libtcod 1.3.2 with libtcodWrapper (C#). This works with mono on Linux.

I'm thinking if I recompile libtcod 1.3.2 on a modern Linux, this might help.

Unfortunately, I no longer have libtcod 1.3.2.

So, 2 questions:

1) Does anyone have a copy of libtcod 1.3.2? I will post other there too (user name seems to have expired).

2) Any Linux people interested in trying out the PrincessRL binary and telling me their experiences? It will require various mono libraries.

Cheers,

flend

libtcod 1.3.2

8
Some quick feedback

Good choice of options on the bar
Bringing up the inventory takes about 2 secs (iPad 4) as does clicking on an item. That's too slow really.
I find it hard to confirm throws - trying to tap on the map is too imprecise. Could we have an enter confirm button in the centre of the directional pad? Or is there another way? Not such a big deal with moving since I can finesse it when I arrive.

If you could sort the above, I'd be very happy

9
Other Announcements / Re: IRDC 2013
« on: January 29, 2013, 10:03:38 PM »
UK based people:

08:10 LTN – 11:10 POZ 7th June

16:00 POZ – 17:10 STN 9th June

Ryan Air is just over £100 and looks like a good deal.

10
Other Announcements / Re: IRDC 2013
« on: January 27, 2013, 06:37:29 PM »
Is that decided enough to book flights, Darren?

I had my eye on Fri morn, Sun afternoon £170 from LHR.

flend

11
Programming / Re: Map generation woes
« on: November 15, 2012, 05:29:52 PM »
I'm going to assume we want to assign a type of room to the rooms in an already built map. (Optionally we could do this on a semi-built map, e.g. a BSP type before doing final room generation, to give us more scope in customising the room).

With the graph of room connectivity you could do something simple like the following:

1: Place room of type 'medical' at random location
2: Find list of all free rooms up to distance 3 connections away
3: Place (n < / << m) rooms of same type at random rooms in list

A more complex algorithm might be:

Or you could have a [symmetric] matrix of room simularities

        medical       housing        armory
med     10               8                   6

hous     8                10                 2

arm       6                2                   10

And you could have a matrix of the distance from each free room to each other free room.

You could then seed a couple of rooms of different types at random location then try to assign types to rooms that that optimise a combined error score of similarity and distance (have to think how exactly to do the optimisation...). A few optimisation passes might give an interestingly semi-optimised map.

Just some random unstructured thoughts for you.

12
Programming / Re: Linux
« on: November 14, 2012, 01:08:07 PM »
PrincessRL and DDRogue used C# + libtcod.net and worked fine with the Linux library binaries and mono. The Linux versions weren't very popular though, probably because Linux people don't like mono. Unfortunately I'm too lazy to write a new engine so future 7DRLs etc. will still use that codebase.

I kept my games closed source due to wanting to keep the endings etc. secret but since they've been out a few years I might open source them soon. I'm vaguely tempted to make a commercial Android tiles version but that will probably remain a pipedream.

-flend

13
Programming / Re: Map generation woes
« on: November 14, 2012, 01:04:31 PM »
Omnomnom,

Could you share some details on your map generator algorithm? Those areas look fantastic.

I'm interested to hear that you are keeping a connection graph of rooms. I'm also planning to do this in my next project. For one map generator I was going to do a BSP (giving me a tree), then adding connections between adjacent rooms on the map, as suggested above, and also making sure these extra connections were added to the tree, giving me a cyclic graph. I think having a correct connectivity graph could be useful for placing monsters etc. - e.g. place a difficult monster close to a loop to give the player some wiggle-room.

-flend

14
Traditional Roguelikes (Turn Based) / Re: Dungeon Ascendance
« on: August 25, 2012, 07:10:27 PM »
As an aside, the graphics in Dungeon Ascendance are scaled from 32x32 originals using hq2x and hq3x algorithms. (see http://www.hiend3d.com/hq2x.html). At IRDC Jeff Lait mentioned that there were decent scaling algos out there for pixel art, so I had a bit of a serach. Jeff also mentioned that 32x32 was big enough to do something with scaling-wise whereas 8x8 really isn't.

Initially I just used a block nearest-neighbour resize from 32x32 to 64x64 and 96x96 which I thought looked better than bilinear or bicubic on pixel art. However, the hqnx really blow those away.

The only issues I had were that some of my GUI icons were 16x16 originally and hqnx occasionally would make circles into polygons etc.

I couldn't find an MIT license hqnx algorithm in Java, so I just prescale the assets when developing and include the scaled-up icons in the game. I have the icons arranged in lines & columns in a big bitmap in 32x32 size. I use an ImageMagick cmd line to split this into individual files, rescale each using hqnx and then use another ImageMagick cmd line to reintegrate the scaled files into a large bitmap. I do this to avoid the scaling algorithm intepolating from the border of one icon into another icon.

15
Traditional Roguelikes (Turn Based) / Dungeon Ascendance
« on: August 15, 2012, 08:04:00 PM »
Hiya all.

My game Dungeon Ascendance is out on Android and I recently updated it with sound and music (very un-roguelike!). It's a roguelike-like puzzle rpg that's been compared in reviews to Tower of the Sorcerer and Desktop Dungeons. However, I hope I bring enough new mechanics to the mix to keep things fresh.

The free version is at: https://play.google.com/store/apps/details?id=com.seramygames.dungeonascendancefree&hl=en and there's $2.99 upgrade which gives you access to the full range of classes and dungeons.

It's a bit of a depature from DDRogue and PrincessRL and it's certainly been a different challenge taking stuff to release polish rather than having the 7-day cut off.

Incidentally, I use a couple of public domain tilesets. Roguelike vets will recognise the Crawl tiles, which were CC 0ed by a guy called donblas (http://code.google.com/p/crawl-tiles/). I've got a lot of flak for this since it's not widely known that these are CC 0 :)

I also use some of the David Gervais tiles (http://pousse.rapiere.free.fr/tome/). These are CC BY.

Much as I love ASCII, it's great that there are these tilesets out there.

-flend

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