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Messages - wire_hall_medic

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I wish Krice the best, but when I saw the updated terms in the new section, I googled "was krice banned from temple of the roguelike," and this page was the first result. Like, mainstream Google, not the in-site search bar.

We gotta be nice to each other. There aren't a lot of us.

Programming / Re: PYTHON: pros and cons for rougelike development
« on: June 25, 2019, 06:06:23 PM »
[...] Python is the closest thing to a "real" programming language I know at all.

Python is a real language. C, C++, C#, Java, Ruby, GML, BASIC; hell, even TI Basic is a real language.

HTML is not. No jumps.

Javascript is, but a tomato is technically a fruit (I'm just letting my prejudice show. Yes, Javascript is a real language. But it's the Frankenstein's Monster of programming languages. I'd rather use assembly.).

Programming / Re: PYTHON: pros and cons for rougelike development
« on: June 25, 2019, 05:57:57 PM »
@wire_hall_medic: can you elaborate? not sure if I understand

Sure. If I accidentally misspell a variable in Python, I have just created a new variable. And it's not a syntax error, so I don't get an easy error message most of the time.

Additionally, as an interpreted language, Python won't catch problems until runtime. So if I'm on something complex, I either have to test EVERYTHING in isolation, or get to it normally. If I tweak a map generator, I don't want to load the splash screen and start a new game before being told I forgot a colon. I'd rather just hit the compile button.

Java is like my car; suitable for most tasks. Python is a golf cart; nice for super short trips, because I don't have to turn on the engine, or fasten a seatbelt, or those other little things. C++ is a bulldozer; a little unwieldy, but sometimes nothing but raw power will suffice.

Programming / Re: I Made a Toolset for Java Devs
« on: June 25, 2019, 02:56:32 PM »
I use Coords for anything where I need paired ints which represent perpendicular axes. I agree that from a conceptual standpoint size and location are different, but I prefer to use the same tool for mechanically identical things. Of course, it'd be trivial for you to adapt it to accept a Dimension object.

Also, thank you for your feedback. A thread isn't official until it has that special Krice touch (I mean this sincerely, by the way).

Programming / I Made a Toolset for Java Devs
« on: June 25, 2019, 02:23:23 AM »
Hey guys; I made a thing.

I really like libtcod, but as I use Java as a preference, I wanted something in the same vein for that language. I packaged up and documented a lot of the stuff I've made over the last couple years, and put it up on GitHub. I'll make a RogueBasin page for it soonish, but here it is now.

The documentation is in _Widler Suite API.rtf, and the .jar has a demo of most of the classes.

Lemme know what you think!

Programming / Re: PYTHON: pros and cons for rougelike development
« on: January 30, 2019, 09:26:21 PM »
I feel like Python encourages sloppy programming. And to be honest, I mistype too often to be cool with a language where you don't explicitly declare your variables.

Design / Re: Suspension of disbelief in tutorials
« on: October 17, 2016, 10:18:07 PM »
I think that it's okay for explicit tutorials to break immersion, because I can't get immersed in a game until I have a reasonable level of control.  That is, the second I have to look up a keybinding, I'm out of immersion.  Just make sure that you can skip the tutorial once you know how to play.

I do prefer implicit tutorials are preferable, though.  They're terrible for teaching keybindings, but great for teaching just about everything else . . . if done well.

Design / Whimsy in Naming Conventions
« on: October 17, 2016, 10:11:02 PM »
So I started playing around with noise generation.  And I couldn't find a name for noise which is the sum of other noise.  As I was adding octaves of varying frequencies and amplitudes, I decided a group of harmonized noise maps should be called a choir.  I don't know why, but that tickles me.  Any similar stories of what you've called elements?

Download Link:
RogueBasin Link:

Welcome to the full release for Professional Adventurers' League!  New this version:
New level type!
Allies (including temporary allies) follow you through exits
Full-screen mode
Visual effects to help indicate what's going on, without having to look down at the message bars
Hubs in puzzle levels aren't quite so barren
Resolved unkillable resurrected enemies
Lesser clairvoyance no longer alerts you to the the presence of red chests and altars at the start of the level (full clairvoyance still does)
More variety in the hurry-ups, and each time a hurry-up is issued, the delay before the next one is reduced
Hurry-ups increase the difficulty of monsters that can spawn on this level
Tinkered with the AI to increase speed in corner cases
The Final Foe has more tactical options, and is tougher
Cannot equip items from the ground while enraged
No flaming skulls in the barrel warehouse subregions
Barrel warehouse subregions refill
Running ends if you take damage
Re-implemented saving
Scroll of Necromancy no longer reduces your score, but has a chance to do something nasty . . .
Equipping items from the ground can no longer allow you to carry more than your inventory can hold
Scrolls of Armor Forging improve fortitude bonuses

This release marks the end of regular development.  While I'll probably do a little tinkering and make a release every now and then, I consider this game finished.  I'm pretty sure I hunted down all the bugs (man, those save-formatting bugs were MISERABLE), but if you have any issues, PLEASE let me know so I can fix them.  My email address is on the About page, or I can be messaged on this site.  I hope you all have as much fun with this as I have, and let me know what you think!

Oh, and I had to do a major overhaul of the saving system; it'll probably (read: definitely) generate an error the first time you launch it.  You should keep your total stats, but any suspended game you've got saved will be wiped, as will any dead characters waiting to come back.

Thank you; yeah, that was pretty much what I was going for.  I had a hard time getting the superhero thing to my liking; I'll probably take another run at it at some point.  This can pretty reasonably viewed as the logical progression of QuickHack.

Money adds to you score.  As you're playing in a tournament, a la Smash TV, it didn't really make sense to me to have shops.

It's been quite a while since I put out a release, so I decided to release this now and address my issues with it in the next version.  First, I haven't done fullscreen mode yet.  Second, I've been having a heck of a time with the save/load system, so I disabled it for this release.  Finally, Poor Crying Annie takes a long time to resolve her turn.

Direct download:

New this edition:
Actors can catch fire, and have differing levels of flammability.
Grease barrels.
Minor color changes.
Lesser vaults.
Hidden vaults.
Spikes destroy corpses.
Unique minibosses.
Shrines which provide bonuses for a significant period of time.
Bumpers don't block LoS.
Altars which allow you to combine wands (Iriz) or equippables (Daiuz).  Altars to Iriz have recipies for powerful wands which do not spawn naturally.
Switches and chests are shown on the map screen.
Fixed freezing behavior on chests, doors, and switches.
Animals are delicious, if properly prepared.
Candelabras, which can be used for starting fires.
Zoos occur a little more frequently.
Hurry up monsters are handled a little differently.
Out of depth monsters.
Tables in the village are breakable.
Fortitude is more effective.
Prison doors don't burn.
You can always see the 8 adjacent tiles.
Resistance status effect also increases fortitude.
If your fortitude would reduce the duration of being cursed to 0, the curse does not take effect.
Increased threat in puzzle levels, and scales more sharply throughout game.
Caged exits in later levels, necessitating that you find the switch elsewhere in the level.
Can directly equip items from the ground.
Wands of Immobilization have more charges.
Scrolls of Immobilization last longer.
Wand of Grease.
Cooper's Scroll.
Potion of the Juggernaut.
Tomes.  Like scrolls, but they recharge over time.

I'll add it to the to-do list.

Direct link:
RogueBasin page:

New this release:
Fixed bug which caused movement keys to be ignored on some OSs
Exploding goats are aggressive
Retracting spikes cannot be set on fire (though they can still be frozen)
Scrolls of forging moved from rare to uncommon
Creatures hit by wand of fire get burned, even if the tile they're standing on doesn't catch fire
Axes have knockback chance
More uniques
Necromancers bringing back fallen heroes turn them evil
Scrolls of Jericho and Gamorrah detonate black powder barrels
New puzzle level regions: slaughterhouse and graveyard
Ice in pinball regions

Design / Re: Info line idea
« on: May 11, 2016, 04:46:19 PM »
I really like things like info lines, because I hate not having information that the character would have.  I like the challenge to be making the best choices with all the information, not trying to figure out what the necessary information is.  If you have to spend half the game figuring out what everything is, count me out.

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