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Messages - Z

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1
I have ported Brogue to NotEye: http://www.roguetemple.com/z/noteye/brogue.php

This includes Oryx tiles and LazyCat's audio (but not his other modifications).

2
Player's Plaza / Re: Hi! New here
« on: March 21, 2016, 03:41:08 PM »
Welcome!

The introduction thread is here: http://forums.roguetemple.com/index.php?topic=4.msg46262#new

3
I remember reading something about them a long time ago, but all I can find now is Dijkstra's pathfinding algorithm. I've already implemented it in my game (or at least A*; it's been a while and I'm not sure if I did it right)

A* is an improvement of Dijkstra which uses hints to make pathfinding faster (it boils down to Dijkstra if you don't use any hints), so it should be "even A*", not "at least A*".

4
Have you listened to http://www.roguelikeradio.com/2012/10/episode-48-designing-for-visually.html ?

My Necklace of the Eye attempts to provide alternate input/output for classic roguelikes. Currently, it does things like making it easier to enter diagonals (classic roguelikes were designed where all computers have numpads, which is no longer true now), making it look on new computers just like it looked on old ones, or providing tiles for games which did not have them originally, but I would love it to provide an interface which makes them playable by blind people too. I consider this an interesting potential project, but I am not planning to work on it myself at the moment (especially that I do not know what blind people consider easy, and what not).

In the case of ADOM, NotEye potentially provides a way to create UI scripts -- ADOM exports all the data in a format that can be read by the Lua script (the script can read the ASCII screen, but it can also directly read the data structures provided by ADOM, and exactly know which item marked, say, with a blue "!" the character is seeing). I think it would be possible to create a script which helps blind people to play. (Although I would wait a bit with this project -- no such UI scripts are created yet, and currently, even getting ADOM-NotEye to communicate with screenreaders is quite complicated.)

5
Traditional Roguelikes (Turn Based) / Re: HyperRogue version 8.0
« on: November 04, 2015, 01:09:53 AM »
I forget to post here recently, but HyperRogue 8.0 is released on Steam, while HyperRogue 7.4f can be downloaded from the website!

Many changes since my last announcement here. The Gallery is the best place to see all the features.

Have fun!

6
Actually, it works -- on the main page https://wopr.adelphos.org/#wopr just click on the "WebSocket supported: Click here to login " ("If your browser supports WebSocket, you should see the confirmation immediately below.") And using telnet to connect to wopr.adelphos.org works too. Although TvTropes says that the third part is missing... it would be great if they made it work on modern computers and put it on Steam.

Thanks!

7
A great game indeed!

I also recall playing the DEC original...probably on some online portal, though don`t remember where now.

Hey, that's interesting! So it is possible to play the DEC original online somewhere? Where? I thought the original, all the four parts of it, was lost...

8
Traditional Roguelikes (Turn Based) / Re: HyperRogue version 5.5a
« on: February 15, 2015, 02:00:12 PM »
The Android version of HyperRogue, as well as the free version, have been updated (to version 5.5a)!

This brings translations, two new lands with new mechanics (Cocytus and Dry Forest), the Euclidean mode, and several other minor improvements to free and Android players. Additionally, HyperRogue Gold now has access to online achievements and leaderboards, via Google Games Services.

Have fun! And buy the Steam version too! You not only get access to Steam leaderboards and achievements, but also more interest on Steam generates faster development of new versions (currently five new lands are planned!).

The full changelog from 4.4 to 5.5a on the blog.

9
Traditional Roguelikes (Turn Based) / Re: HyperRogue version 4.4
« on: January 16, 2015, 10:38:38 PM »
HyperRogue is released on Steam!

The gameplay is exactly the same as in the free version (and it will stay so), but you get access to achievements, online leaderboards, and the convenience of Steam.

Last but not least, you also support the development of HyperRogue :)

All for a very low price (under 1 USD).

At first, HyperRogue on Steam is going to be available for Windows and Linux—I am planning to work on the OSX version later.

Have fun!

10
7DRLs / Re: Golden Krone Hotel
« on: December 11, 2014, 04:52:42 PM »
So I have won! And killed Fane, too.

The Solomonars feel extremely unsatisfying. I think they are one of the few creatures which are neither threats nor interesting at the time when they appear (the rat soldier is boring but OK, you could also think about making Moroi more interesting).

There is something wrong with the Princess. Apparently she casts her Heal spell when there is a wounded man nearby, but she heals herself. And you say she is clever? ;) I have turned off all the lights in the Library, then used is as a free blood donor station (whenever the vampire got dangerously wounded, she went to the library to get some blood safely, trying not to kill anyone), and was surprised that her spells seemed so weak. Then, I had to finally kill the Princess, and was surprised that I am unable to kill her due to her healing. But she stopped spellcasting once the nearby guy healed naturally.

The fairy was one of the first monsters I met in the pharmacy. I did not know it was her. :)

I have read the formulae for spellcasting (after winning), apparently the hunger cost is 1+2*level, and the effectivity of the most spells is proportional to 1+level. So higher level spells are less effective per hunger cost. I think this is not right.

After turning off the lights in the Library, I have been using the human form only for the vampire bosses. Sometimes there is not enough food (or not enough soul elixirs) anyway to use the human form much.

I have been investing in Dexterity only. It is of universal use (better defense, attack faster, cast spells faster, run away from the powerful enemies, drink blood before it disappears, remain in the human form longer, creatures have less time to regenerate), while strength is good only for attacking, and intelligence is useful for humans only (maybe you could consider allowing the fourth spell for highly intelligent characters?). I think it is better to outrun Brawlers (and finally even Nobles) as a human than to risk fights.

Thanks again for the very nice game!

11
7DRLs / Re: Golden Krone Hotel
« on: December 09, 2014, 10:15:07 PM »
Yes, I did not think about that when posting. But the idea is to track enemies which are currently far away, and only them (contrary to the Detect spell, which only shows the close enemies AFAIK). I am currently using torches to mark the enemies, but it does not work very well. :)

Code: [Select]
10:43 Select a direction for SILVER.
10:43 You hit the Brawler with SILVER.
10:54 Select a direction for SILVER.
10:54 You hit the Brawler with SILVER.
10:57 You die of starvation.

Apparently SILVER2 starves me even if I am still above the warning level. (Are the higher level spells more starving anyway?)

What about showing when the transformation will happen? Transforming just after a tough battle (no HP) or in the middle of a group of humans is a loss of Soul Elixir, at least. I see that my first transformation is always the same time (about 3:20 pm on the second day), I am not sure about the next transformations, but it also seems to take about 30 hours from the last Soul Elixir (I always forget to take notes, so i am not sure here).

Thanks for explaining the spells! I thought that SILVER was useless, but apparently I simply always tested it on the nearly dead vampires.

12
7DRLs / Re: Golden Krone Hotel
« on: December 08, 2014, 02:13:42 PM »
Yes, it looks like a bug, but might actually improve the gameplay experience. GHK is a bit atypical from other roguelikes, because I often have to leave enemies for later (humans met while in human form, vampires met while in vampire form), and I would like to remember where they are. You could even think about displaying all the previously seen enemies on the map, not only hunters  (thematically, Arobase should have some "exalted huntress" instincts and thus be great at tracking enemies, and the hunter thing would no longer seem a bug).

Another thing a bit suspicious:
Code: [Select]
#######
.......
...@...
.......
#######
I am walking in the southern corridor, which is of width 3, and dark. I prefer to go in the middle, to see all the three rows. I don't see the southern windows on the main map, but I do see them on the mini-map, so when vampires come, I could blast them, even if I didn't see them on the main map. I also see the unlit torches on the mini-map before seeing them on the main map.

A pity that I cannot break windows as a vampire ;)

Usually I have around 8 soul elixirs after Floor 2, but sometimes I have just 2.

It might be also a good idea to display more information about spells. Is the Blast spell only for breaking windows/walls, or can it be also used to attack enemies? Can other spells break windows? What's the range? Does Silver work only against vampires, or also against werewolves and ghosts? How powerful it is compared to Shock and Ice? Are some monsters resistant to specific spells?

13
7DRLs / Re: Golden Krone Hotel
« on: December 07, 2014, 11:48:17 PM »
Looks great, but is it intentional that Hunters (or whatever the guys with torches are called) are visible on the map?

I think that SWD and SHD should show up for vampires, but grayed out (just like spells).

I have reached Floor 6, but I have used up my soul elixirs, and hunters guarding the stairways seemed too strong for some reason :( In my last game of v1.4 I have reached Floor 6, but Rat Assassins proved too strong, but now they don't feel as strong, not sure whether this is because of higher XP, or of better equipment found.

Regarding hardness: if you can win the game (with strategy, not with luck), then it is not too hard. :)

14
7DRLs / Re: Golden Krone Hotel
« on: December 07, 2014, 11:49:42 AM »
Option 2 looks great, but walls (and unknown places) should use a different color, and broken windows should be marked. Would the sunlight be shown?

It does not solve the problem I mentioned above (where are the torches in the dark areas?). Why not just put a single pixel in the middle of the square which represents a torch?

15
7DRLs / Re: Golden Krone Hotel
« on: December 06, 2014, 10:43:51 AM »
Yes, I know about switching the form as an escape route. Does not work against green men or groups which include both humans and vampires, though. In my case of the green man, there was no darkness nearby either.

When exploring, I look at the main screen, not at the message log, so I don't notice "EAT SOMETHING!". Also when fighting, I see what happens from the main screen, so I don't look at the message log.

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