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Topics - stu

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Traditional Roguelikes (Turn Based) / ARRP : Cracks and Crevices v0.5
« on: September 19, 2010, 03:12:32 AM »
Well I've been sitting on it for ages, and tomorrow I'll be busy so here is my release for the ARRP

Well, here we go, 0.5 coming out after a long time (been sitting on it I guess) for the ARRP (Anual Roguelike Release Party).

Remember to read the readme.txt please...

For downloads (source for unix, binaries for win32), go to

and see the files page.

There was supposed to be more in this release but I figure put out what I got now, its still playable and has a win condition.

0.5 20100915
* Check for configuration file
* Fixed minor memleak (free'ing map name).
* Added runtime key configuration to main menu
* Refactored keyboard defs for configuration, loading and help screens
* Added options for default VI/WASD/NUMPAD/CURSOR keys
* Made the window resizeable
* Fixed monsters from respawning outside of bounds
* Fixed some spelling mistakes
* High score file for networked play (-scores and -vscores)
* Add check for running as root in unix and not allow game to run
* Fix writing config/scores back
* Danforths Outcrop is now bump-attack friendly, guards wont attack unless you purposly attack them.
* Fix mp regeneration (it wasnt!)
* Add journal notes to chardump
* Spells do blast radius' and animate onscreen
* Added option '-dump' to display the character dump
* Fixed some truncated combat messages
* Poison Gas Cloud now dissipates out
* Fixed compiles on newer gcc with all those funky attributes turned on
* Fix SDL issue with setting callback
* Integrate Instant Fuzion branch
* Added local scores when network file is unreachable
* Fixing shop bugs
* Added a rest hp recoup count (50 for now).
* Fixed journal bugs

Traditional Roguelikes (Turn Based) / 7DRL Release : Tomb of Rawdin
« on: February 10, 2009, 06:09:38 PM »
(I announced on rgrd but I guess I should announce here too)

Well, Im in before the deadline, I could have spent a few more hours testing/balancing but I'm done..

I cranked this sucker out so most of the code lies within main.c/dungeon.c there is support code I pulled from cnc like my memory management code, astar.
It uses libfov, libtcod (+sdl), etc.

The game was designed to kinda play like the original rogue, but without the food factor.

The name was supposed to be in the spirit of;
Amulet of Yendor / Rodney...
Wizardry / Trebor + Werdna...

Rawdin.. Darwin.. only the strong survive...

blah. cheesy I know.

What didn't make it into the game in time... Quite a few things actually...

The biggest omission was the lack of better magics, and there is no ranged anything. It is all bump combat.

Scrolls and Potions are limited and mostly gimicky but some really do help (cure poison, poison resistance, etc.)

Some of the buffs didnt get used...

If it were continued the todo list would be;

Finish the attributes that were half done
- Fire / Ice / Acid
- More items
- More monsters
- Lessen the AStar affect (astar pathing makes it overwhelming/too precise)
- Ranged weapons/magic?

Dragons on level 10 need to be buffed up a bit more too.

oh links...



git clone git://

Programming / 7DRL
« on: February 03, 2009, 01:38:03 AM »
so its day 3 of my 7drl attempt.. and wow.. 7 days is not much time at all :( 10 days and I'd probably have this baby rocking but to finish what I want in there in less than 4 days left... ouch! ohwell...

I didnt really have the time to plan ahead like the rest of you guys, so heres a warning, plan REALLY well  ;D

Programming / The small things
« on: May 16, 2008, 01:05:20 AM »
Was playtesting my own game tonight when I realised I was missing something :) hmm, my previous RL's never had any form of magic system, and CNC has a really nice framework... so David Bowie (a dangerous unique!) was on the edge of my unexplored map and fov... so I targgeted him and fireballed away..

Then I noticed one of those "small things"...

The fireball radiated out into open spaces but didnt light up the unlit squares... a little code hacking and now spells that radiate out will light up unexplored areas... It wont light up areas 'around' corners, the tiles must sill be in your unblocked line of sight.

Still needs a minor tweak (gas clouds should not light up any unexplored areas)...

Traditional Roguelikes (Turn Based) / Cracks and Crevices 0.4 release
« on: February 14, 2008, 03:11:52 AM »
OK, I’ve sat on the release long enough. I’m sure some basic bug will pop up but what the hey.

Remember to read the readme.txt please...

For downloads;
Release Source (compiles on ubuntu+windows)

Win32 binary

0.4 20080209
- *BIG* Rewrote mainloop code (fixed some subtle round bugs).
- Rounds now work properly for all NPC's and the PC
- Timers work correctly
- Rewrote attribute code
- Gold drops on floor now
- Monsters die correctly!
- Initial quest time shortened to make it more attainable.
- Messages are now counted and displayed as  Msg (x) if repeated to stop cluttering the display.
- Remove character dump when starting a new game
- Dont save character dump when saving game
- Stopped monsters and drops from appearing in the message window (doh!)
- Stopped saving from doing an explicit call to exit instead of falling through the game loop like quit does, which revealed some mem leaks that were plugged.
- Gold drops were dropping underneath the player not monster!
- Spells in spellbooks
- Start spell when buying first spellbook
- Attack/Target Cycling/Cast Spell commands
- Implemented 99% of the spell attributes
- Casting spells now works! (no whizzbang animation. it just works)
- auto pickup working
- Pickup key words
- Fixed : When selling item, unequip it automatically
- Added circular fov for easy games
- Bumpbed facing fov for medium + hard games
- Added leveling up
- Added ctrl-c as break all from program
- Added ESC as means to close out most all dialogues
- Made some defaults sane (no mixing cursor + keypad)

Programming / cracks
« on: November 01, 2007, 10:37:33 PM »
Sometime back I rewrote a large chunk of code.. and lately I've been taking the rough edges off, things are all good again.. So I go through with a more thorough play testing... I'm playing for ages and a flag isnt triggerging... I keep playing... Eventually I give up in frustration.

augh! Turns out I had not advanced the clock at all. sigh. I spent hours playtesting and debugging! doh! One simple line of code.

I feel like an iiiiiiiiiiiiiiiiiiidiot... :) {headbuts desk}

Traditional Roguelikes (Turn Based) / Cracks and Crevices 0.3 release
« on: July 10, 2007, 12:45:49 AM »
Source + Binaries here;

Fixed the nasty keyboard bug people were hitting...

0.3 20070709
- Removed dependancy on SDL_Image
- Removed win32 debug console
- Brilhasti will boost new characters mana first time only
- Fixed bug in passing cooked keys back to gkey loop

Traditional Roguelikes (Turn Based) / Cracks and Crevices 0.2 release
« on: July 09, 2007, 02:14:59 AM »
For Binaries and source, follow the link.

0.2 20070708

  •   Fixed resolution selection and printing its error message
  •   Maps now have a userdata section for extra info pertaining to that map only
  •   Removed vs8 project for disuse
  •   Added lua to aid in debugging (only built for debug version)
  •   Added debug console
  •   Reduced the flicker + Screen Redraw
  •   Fixed Load/Save bug
  •   Stopped SDL initialising modes greater than current desktop mode (win32)
  •   Stripped encoding from messages
  •   Screen will now update even when player does not move, so now monsters animate toward the player
  •   experimental facing LOS
  •   Fixed bug where los can capture things outside drawing portal which caused crash
  •   Added a few extra debug commands

Off-topic (Locked) / CRPG's
« on: May 21, 2007, 03:01:22 PM »
Id be interested to know if anyone is developing any non-roguelike CRPG's... (Since I'm developing both right now at the same time lol!). I'm talking about old Ultima II/III style, not this new oblivion style stuff ;)

I'm hoping for simultaneous GP2X + PSP release one day...

Off-topic (Locked) / usenet
« on: May 15, 2007, 03:08:36 PM »
T'would be nice if everyone migrated from usenet to forums..  I'd rather deal with forums that usenet.. but I cant see it happening. There are pros and cons to both mediums and Im guessing most people wont leave usenet for forums...

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