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Messages - Fenrir

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Player's Plaza / Play roguelikes in retro style with cool-retro-term
« on: December 31, 2017, 06:35:33 PM »

cool-retro-term is a terminal emulator which mimics the look and feel of the old cathode tube screens.

I've been playing roguelikes in this. It gives them a nice extra retro feel.

A static image doesn't quite do it justice, since you won't see all the animated effects like the scanlines and burn in.

Other Announcements / Re: Children's Roguelike? For little girls?
« on: January 17, 2013, 01:52:43 AM »
Have you tried to interest them in some of the 7DRLs already available? If they can handle the usual Roguelike, then there is no need to make games simpler for them.

You probably should forget about making games “for girls”, as that sounds insulting, but do create a Roguelike with under-represented thematic elements if you know people that like them. Pacifism is certainly such a thing, as killing and slaughter is most of what one does in a Roguelike.

Programming / Re: 1st-person dungeon crawl toolset?
« on: January 13, 2013, 01:40:26 AM »
I found this thing: It is very retro, but I did not spend much time searching.

If you would like to be rid of the tracking cookies that give you targeted ads instead of blocking all advertisements, you can clear your cookies and set your browser to stop accepting 3rd-party cookies. I don’t know whether this will do the job completely, as cookies are not the only way you can be tracked, but it could help.

“I want to block ALL the ads, Fenrir.”

There are ad-blocking extensions for all the major browsers. [Firefox and Google Chrome] [Safari] [Internet Explorer]

If memory serves, Opera provides a content filter that you can use to block ads.

For browsers without ad-blocking extensions, you can use a filtering proxy like Privoxy (which is what I use) or you can modify your HOSTS file. Here is a list of ad servers that can be used for both purposes:

Either way, no more tennis dating or Asian equipment.

Other Announcements / Re: ROTY advertisement fairness
« on: January 06, 2013, 03:07:22 AM »
I am often surprised by the silly arguments otherwise intelligent programmers have. Back to your labors! Make more free games for us muggles to enjoy.

Programming / Re: New Roguelike MMO in developement
« on: December 18, 2012, 05:26:13 PM »
The website itself never calls the game a Roguelike, and it isn’t much like a Roguelike, so I suspect that the word “Roguelike” was tacked on in the OP to get our attention and justify putting it here. The game doesn’t look bad at all, but I would have appreciated sincerity.

Programming / Re: Working on new Roguelike (Sci-fi setting?)
« on: April 18, 2012, 01:30:42 AM »
The interesting thing about technology is that it makes men more equal nerds more powerful.
Corrected.  ;D

Other Announcements / Re: a RL that requires skill?
« on: April 18, 2012, 01:11:32 AM »
Tell me you've never made a rant post.
Irrelevant—my post was not an indictment of ranting. In fact, you are looking at one of my rant posts; it is a breed of prose that I promised myself I would never write again. This is not the first time I have lied to myself.

Ancient's post was pretty ranty too.
Yes, it was. Never intended to imply otherwise.

Besides, OP has a legitimate point.
So does Ancient.

If you're playing a new (to you) game and you don't know all the spoilers, luck plays a main part in the game.
Yes, having no skill puts one at the mercy of the RNG, but that is not what the OP is saying, is it? He is failing, so something is wrong, not with his playing style, but with the genre.

And maybe I wasn't clear, I'm pretty sure he's only said "RL's require dumb luck" insultingly only once.  The rest of the thread has been pretty level.
Well, I was obviously not clear. The insult is the very foundation of this thread. Besides the detours, he has been spending the rest of the thread supporting the validity of his assertion that Roguelikes are based on luck and require no skill.

Just because he has a different opinion doesn't mean he's actively insulting you.
Not something I said or implied. EDIT: Further, “Roguelikes require no skill. Success depends upon dumb luck,” is not an opinion; it is a contestable statement of fact.

Other Announcements / Re: a RL that requires skill?
« on: April 18, 2012, 12:03:17 AM »
I'm pretty sure he's only said that once...
It is in the OP; it is the whole point of the thread. Much of what he has posted is in support of that assertion. It’s in the damn thread title.

It seems like a double standard to criticize Ancient for a lack of diplomacy when the OP is basically asking a community of Roguelike developers and players if there are any Roguelikes that don’t suck.

Other Announcements / Re: a RL that requires skill?
« on: April 12, 2012, 04:50:11 PM »
Plot is not a prerequisite for a fun game. Chess is one of the oldest games in existence, and its plot is as detailed as Rogue’s plot. Rogue says “Get the Amulet of Yendor!” Chess says “Capture the enemy king!” The difference is that Rogue’s players must frequently defend that simplicity of purpose from detractors.

This is not the part where I tell you that you are simply unimaginative and unsophisticated and Roguelikes are just too intellectual for you to understand, because they are not, but when we say that we do not mind the lack of plot—when we say that we imagine plots and grow attached to our little ‘@’ character anyway, we are not lying to you. It is not a “cop out”. We mean it.

All your examples come from DoomRL, a game termed a coffeebreak Roguelike, and Sil, one other relatively new game. As you stated that you are avoiding fantasy, and all of the Roguelikes that are staples of the genre are fantasy, I can only suppose that you have not played them. Some of them even have plot elements like characters and multiple endings.

You are addressing important points. Game balance is probably the most important part of a Roguelike, because it is as random and unpredictable as it is, and it is something game developers work to get right. Plot is definitely something that should not be ignored too. The 7DRL competition was made to explore new possibilities like that.

No one of us will think you deficient if you decide that you do not like Roguelikes, and, yes, the genre is not perfect. We do need to be thinking about improvements, and we should not turn a blind eye to problems, but please remember that this a community of hobbyists, and do not compare their work with big-budget games—or compare their hobby with flipping a coin and ‘dumb luck’. I know you can understand that, with all the care that has been put into developing them and all the enjoyment that we have had playing them, telling us that we may as well be flipping nickels is rather cutting.

Other Announcements / Re: a RL that requires skill?
« on: April 04, 2012, 06:50:52 PM »
If you know where you are going to die within five squares, stop going to those five squares. It sounds like I am being sarcastic, but, unless I misunderstand, it seems to be a valid solution. It appears to me that this would be a symptom of the unreasoned assumption that one must clear every level before proceeding, but avoiding challenges until your character has a good chance of overcoming them is important to finishing a roguelike. The skill in a roguelike is the management of risk.

Further, I wonder if you are really experiencing the best roguelikes have to offer. Coffeebreak roguelikes (like DoomRL) can be amusing, but the meat and potatoes of the genre are, unfortunately for those with no appetite for fantasy, the venerable fanstasy roguelikes like DCSS, Nethack and ADoM.

I personally do not mind Vi keys, but I do happen to be a bit of an odd one, and Vim is my text-editor and development environment, so that probably means nothing.

Programming / Re: Ideas About a Naturalist RL
« on: February 14, 2012, 01:59:38 PM »
Could you link your wife's thesis? It sounds interesting.
1. It's written in Russian.
2. It is written in LaTeX, some dialect of TeX popular in Russian scientific circles back in 90s. Probably there are (La)TeX to html converters though.
She is a mathematician, not biologist, so there is very little on biological side and a lot of math analysis.
AFAIR there was a system of differential equations and more then dozen parameters that describe species.
I have found pascal program that calculates simulation and draws some charts. It even works in dosbox!
But I don't really remember what all these parameters mean. Program's messages are also in Russian :)

Regarding objection two: LATEX is still popular, and not just in the Russian Federation. I used it to typeset a PDF file this morning.

Programming / Re: Ideas About a Naturalist RL
« on: February 13, 2012, 12:03:37 AM »
Jo, the Greek Mythology game must have been someone else; my talkie was about Norse Mythology. I do not think you ever knew about that; it was years ago on a different forum.

At least Hajo might be interested in archiving this idea if he still does that.

Programming / Re: Ideas About a Naturalist RL
« on: February 12, 2012, 03:58:56 PM »
...observing their behavior while mating...


Perhaps it is a good thing that developers can not be so easily influenced by reading our ideas as the OP had hoped. If they were, I would have damned us all just now.

The Roguebasin / Re: Main page spammed
« on: February 09, 2012, 05:59:01 PM »
The spambot has been terminated

 ;) ;)

The spambot is taunting us, the saucy bastard!

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