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Messages - RaustBD

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Programming / Peril: Experimental Survival Horror Roguelike
« on: November 15, 2011, 08:52:02 PM »
Hey, I've been learning java as a hobby for a while, and I'm planning on making a survival horror roguelike.

No, it WILL be ASCII. No advanced graphics, primitive sound effects only; in short, I want to create a scary experience with the bare minimum of audio and visual effects.

As a matter of fact, no plot or backstory will be disclosed at all, so it won't be clear what the ASCII characters on the screen actually represent.

Man can learn to fear things, and I want to see if man can learn to fear a "Q", given the right context and setup.

Does this interest anybody?

Programming / Wesnoth The roguelike
« on: November 27, 2010, 03:01:21 AM »
hey, I found this open-source strategy game called battle for wesnoth, that I feel could effectively be converted into a roguelike, and I'm going to set out and do just that.

It won't play quite like most roguelikes, as it'll move like a turn-based strategy game...

But I feel it will translate the feel of a roguelike quite effectively, and I think I'll have a ton of fun with it.

Also, there's going to be a very large and wide class advancement system, so if anyone wants to request a type of class they want to be playable in this game, let me know, I'd be happy to oblige!

I hope you do, because there seem to be some graphical glitches, even though I got it to work. Parts of the @ symbol are truncated, the altitude gauge always shows me at the lowest level (I THINK that's a glitch), among others.

Oh, and the GF troopers... I haven't played metroid much, but if GF stands for Galactic Federation, I'm FAIRLY certain they're on samus's side, but I auto-attacked one when trying to talk to it. Am I wrong, is that intentional, or is it a glitch?

right, that worked. Thanks!

...Will I have to do that every single time I want to play?

Oh, and are you working on a graphical version, like with castlevania? Because the graphical cvrl was EPIC.

I did the run command you said earlier, with the jav file, and I ran it from the terminal.

I can't make the shell executable just by clicking on it, or at least I don't think I can.

Traditional Roguelikes (Turn Based) / Re: Hydra Slayer version 7.0
« on: November 23, 2010, 04:39:19 AM »
how do you compile the game for mac?

this is the error message:

MetroidRL 0.72
Slash ~ 2006-2010
Reading configuration
Initializing Char Appearances
Initializing Action Objects
Loading Data
Initializing JCurses System Interface
Exception in thread "main" java.lang.UnsatisfiedLinkError: /Users/Cam/Downloads/metroidrl072/lib/  no suitable image found.  Did find:  /Users/Cam/Downloads/metroidrl072/lib/ unknown file type, first eight bytes: 0x7F 0x45 0x4C 0x46 0x01 0x01 0x01 0x00
   at java.lang.ClassLoader$NativeLibrary.load(Native Method)
   at java.lang.ClassLoader.loadLibrary0(
   at java.lang.ClassLoader.loadLibrary(
   at java.lang.Runtime.load0(
   at java.lang.System.load(
   at jcurses.system.Toolkit.<clinit>(
   at jcurses.system.InputChar.<clinit>(
   at sz.csi.jcurses.JCursesConsoleInterface.<clinit>(
   at mrl.Main.init(
   at mrl.Main.main(
new-host:metroidrl072 Cam$

how do you change directory in terminal?

it says "unable to access jarfile metroidrl.jar"

Hmm... are you using the .sh files to run it?? may be you need to delete the .dll file on /lib...

I'm using the .jav file. Any idea why it's different from CVRL though?

Programming / My Random Ideas (Feel free to use them if you're so inclined)
« on: November 18, 2010, 04:24:58 PM »
Right, so I tend to come up with tons of ideas for things, and I'd like to think that a few of them are good. Of course, even if I get extremely skilled in programming, there's no way I could create them all. But if anybody else likes the sound of any of my ideas and wants to give one a shot, that would just make my day! So I thought I'd share some ideas as they cross my mind, for your viewing pleasure(?).

I'll update this periodically, whenever a new idea crosses my mind.

If you use it, just make sure you credit me in some way, even if it's a mocking afterthought in the credits or something. But really, I'm more interested in being able to play a game that has any of my ideas in it.

Idea 1: You play as a being trapped in a vast dungeon with various other beings, and each one is the lone recipient of a single perk, skill or attribute. You are all instructed to fight each other to the death, inheriting the gifts of the people you defeat in battle. But your opponents won't just stand around waiting for you to challenge them; they're fighting each other elsewhere in the dungeon, and god help you if one of their body counts gets too high before you fight them...

What was the crash??? What platform?

Mac. Castlevania RL works just fine, but MetroidRL crashes, and I can't find the place where it tells me the error message. I'm really confused since, as I said, CVRL works perfectly.

I tried to play it, but it crashed just like the previous version...  :'(

Off-topic (Locked) / Branching skills, Customization?
« on: November 15, 2010, 12:22:18 AM »
Hey, I've been playing a bunch of roguelikes, and I'd like to know if there are any Mac roguelikes other than ToME that has customization or a branching skill system.

Can somebody help me out?

Programming / Re: Advice on Making a Roguelike
« on: October 28, 2010, 12:17:34 AM »
One of the elements is called Phantom, and it makes attacks unobstructed by walls, and allows them to actually target enemies that are inside of walls.

Simple - add an exception in your LOS procedure that check for the Phantom element before stopping at a wall.  An alternative is to have two wholly separate LOS functions (which would mostly be copy-pastes of each other) and to switch between the two depending on whether or not the element is activated.

Just create a simple roguelike first without adding this complex stuff. (keep it in your mind as you go though)
Unless you are a programming genius (you may well be for all I know) don't bog yourself down with fantastic game play ideas until you have a basic working game.  Nearly every new roguelike developer thinks they can accomplish any idea they come up with before they start coding, in reality this is usually never the case.  Hell I was one of them.  If I had the knowledge and experience that I have now when I started I may of accomplished great things, but I didn't.  ;) <insert other comments about "back in my day" and "kids now-a-days have it easy", etc...>

Ok enough crapping on from me, get coding...

Thanks for the advice. My roguelike is actually going to be fairly simple compared to others, no food requirements, deities, or even equipment. But yeah, I shouldn't get bogged down with too complicated stuff.

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