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Messages - kipar

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7DRLs / Re: SevenRogues
« on: March 28, 2017, 09:06:41 PM »
I have the same problem on Win7x64 - background screen and nothing else is shown. I've tried on two PCs. Does an uploaded build works on your PC?

Programming / Re: Do you use loops?
« on: May 25, 2016, 05:20:00 PM »
There is also more classic
Code: [Select]
while condition
for algorithms
and even infinite
Code: [Select]
loop do
for things like a main game loop.

I'm no Visual Studio expert, but Microsoft tends to be good with backward compatibility.
I think the problem is'nt in Studio. The problem is that instruction and project file wasn't updated for years (decades?), so won't work with new sources. Use MinGW and makefile, every sane IDE supports them, Codeblocks too.

Classic Roguelikes / Re: Roguelike with good/advanced combat-system?
« on: March 30, 2016, 06:35:13 PM »
Incursion has pretty detailed implementation of AD&D mechanics (more complex then e.g. in Neverwinter Nights games).
Tome4 has pretty complex combat system, comparable with modern hack&slash games (maybe even too complex as gameplay becomes closer to a Diablo-style games).

7DRLs / Re: Marsh Adventure (7DRL 2016 success)
« on: March 24, 2016, 09:28:13 AM »
EDIT: here is the link to the review page
AFAIK reviews are not for general feedback - only jurors can submit them, and jurors know about this link already :)

7DRLs / Re: Helix [7DRL 2016 - Success]
« on: March 17, 2016, 12:59:30 PM »
Nice game, i liked a nonstop action with barrel explosions and teleporting into crowd of enemies. Not much tactical, but funny. But sadly it always crashes after first level (on a first turn on a second level) - are the more difficulty or something interesting on next levels or they are all the same?

Traditional Roguelikes (Turn-based) / Re: Roguelike Archive
« on: March 16, 2016, 10:08:44 PM »
This is a same archive. But Google Drive is broken - half of the folders looks empty while they aren't. So Sanja moved (well, perhaps copied) it to

Traditional Roguelikes (Turn-based) / Re: Roguelike Archive
« on: March 15, 2016, 10:56:12 PM »
Hello. (russian roguelike community) have pretty big roguelikes archive. After transition from another hosting it is now located at!lwJnjTjA!HHDSo0pSaDuZ0M-07WFj9Q .

I tried and understood, but the game isn't very complex - the difference between skills is just flavour text, and there is not much except for rolling dices.
Nice idea with building a labyrynth by selecting of tiles though.
Would be great to see more features in game - complex battles with monsters, more differences between skills, inventory etc.

I thought i've seen all about optimization after 7DRLs on Unity with ugly ascii chars being shown using modern shaders. But I was wrong. Now i've seen a 7DRL that takes more then 1 second per turn on (relatively old but still) core i7.
So while the name of the game and battle mechanics (and possibly squad mechanics, but i haven't got to it) are great, ii is impossible to have fun from it.
Any plans about post-7drl version which will work, like, 10 times faster?

7DRLs / Re: Arachne [7DRL 2016 - Success!]
« on: March 13, 2016, 10:02:41 PM »
Great game. Of several 7drls i checked today this one is definitely the best.
The only disadvantage (at least for me) is it's "chesslikeness" - death after single misclick or wrong step.

7DRLs / Re: Long Dark Dark Night [7DRL 2016 success]
« on: March 13, 2016, 07:49:30 PM »
And... 7drl+ version.
   - running using shift-arrows
   - repair and waiting is stopped when ghost is nearby
   - more information: contollers and accumulators now indicate exact state of reactor, reactors show time remaining to shutdown
   - other small visual tweaks
   - balance tweaks (game is still too long and pretty random though)

7DRLs / Long Dark Dark Night [7DRL 2016 success]
« on: March 12, 2016, 08:47:19 PM »
Hi all.
This is a roguelike about engineer who must repair some machinery to save some light, because there are bad things in the darkness. Monsters kill you with first hit, so your only hope is the light that distracts and dissipates them.

I had 7drl.orgs posts with announcement, but it's down so i'm creating topic here.
Programmed with FreePascal using BearLib libraries (of which BearLibTerminal is most well-known and well-developed, but others will be hopefully boosted soon.)
Windows only, sorry. Oh, and perhaps ingame english is ugly.

Honestly not best of my entries, but all mechanics are done, somewhat playable and winnable. Pretty unpolished and perhaps unbalanced, i should been spending more nights on it instead of sleeping or gaming, but oh well.
Download link is here:

Off-topic (Locked) / Re: still down?
« on: March 12, 2016, 11:52:45 AM »
Yeah, no more demotivating posts about other challengers progress. ;D I hope it will be up after the end of challenge though.

Early Dev / Re: Collateral Souls (0.8 Beta)
« on: November 20, 2015, 03:23:00 PM »
For example, I was thinking that Aura(light radius) was a silly dump perk but my analytics shows it's one of the top 3 perks globally.
It is required for the night vision (at least in a version i played) and it is to be taken at some level anyway, when all other perks already taken, just because there is no alternatives left.

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