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Messages - Virtua Sinner

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Announcements / Re: Alienhack 0.9.1
« on: January 30, 2019, 09:35:50 PM »
Hey, man.  I just gave the game a couple tries.  It's looking very cool, but I encountered errors with the message buffering system.  In both playthroughs, the messages being output were several actions behind what I was actually doing.  If I picked something up, the message might instead tell me I had opened a door (if I had done so a few actions ago), and I wouldn't find out what I had picked up until a couple minutes later, after opening further doors, etc.  On my second play, I began walking around immediately and opened 3 doors with no message relayed at all.  As I opened the 4th, it popped up with its "Welcome to Alienhack" message.

In both cases I was trying to play a long game, if that matters at all.

Just wanted to pass on the bug report to you.  Please let me know if a future version fixes this, as I'd love to jump back in.  It's looking great so far!

Announcements / Re: Caverns of Xaskazien II - Ver. 0.79.91 released
« on: January 27, 2019, 07:45:40 PM »
Yes.  As long as you occupy a tile with a monster, you're in combat with it.  Pressing 5 (or space, I think?) will pass your turn. 

Directly from the README.TXT:

How do I fight?
Just enter a monster's square.  You'll automatically trade blows.  Passing your turn on a monster's square will let you keep fighting. 

Monsters may occasionally try to flee from you if they feel they're outmatched.  Cowardly monsters, injured monsters or monsters far inferior to you are more likely to do so.  They're less likely the more injured you are or if the monster is more powerful than you.

*NOTE: see below about Combat State and Selective Combat.

TIP: Be sure to point your cursor at the monster to learn about it before fighting.  There's a full breakdown of your combat odds vs. this monster at the bottom right of the screen when you do this.

Announcements / Re: Caverns of Xaskazien II - Ver. 0.79.91 released
« on: January 26, 2019, 07:57:16 PM »
Enter its square.  While you're in the same square you can pass your turn to continue or walk away (provided it's not Fast) to end it.

Announcements / Re: Caverns of Xaskazien II - Ver. 0.79.91 released
« on: January 25, 2019, 01:33:41 PM »
What made you unsure if you were attacking or that you had killed a monster?

A) There's the usual large print text output saying, "You hit the monster for X damage."
B) There's accompanying text in large red letters saying, "It's Dead!"
C) There are the standard colour coded numbers that float above the combat to indicate damage to one side or another.
D) It makes the different sound effects for hits and misses.
E) It makes a distinct sound effect for the death of any monster.
F) The monster leaves behind a blood splattered corpse.
G) The monster (for obvious reasons) immediately stops fighting when killed.

As a sidenote, you can also modify in the Options menu either or both of Text Prompts and Combat Output.  Admittedly, Text Prompts defaults to Basic, so assuming you didn't modify it, you're already getting as much info as you're going to in the Situation Panel at the bottom (though you can receive less, if you prefer).  But Combat Output defaults to Expert - adjusting this latter down to Intermediate or Basic would add more colour coded scrolling info above the combat literally stating "Hit" or "Miss", if that would help clarify things for you.  I find it overkill, but the option is there.

Announcements / Re: Caverns of Xaskazien II - Ver. 0.79.91 released
« on: January 24, 2019, 01:13:55 PM »
Like four way movement?

Announcements / Re: Alienhack 0.9.1
« on: January 23, 2019, 08:22:06 PM »
I love AliensRL.  Gonna check this out!

Announcements / Re: Caverns of Xaskazien II - Ver. 0.79.91 released
« on: January 23, 2019, 01:54:49 PM »
It's actually not the laptop issue that's holding me back, as the arrow keys aren't used for movement but for scrolling the screen around anyway.  You can currently use the numpad, or the WASD keys for movement. 

Part of the initial impetus is just tradition.  Caverns of Xaskazien 1 had only 4 way movement, and 2 began as a simple graphical update to 1. 

Part of it was that I read in some article somewhere about roguelikes (or maybe it was discussed on Roguelike Radio?) that newer players tend to find 4 way movement easier to understand and start out with.

Part of it is that I don't want players or monsters moving through impossible diagonal spaces between two walls.  You can do that in a lot of games (like Angband), and it'll be confusing for some folks that you can't move from one empty square to another if walls are in a certain configuration.  I know a lot of people find Brogue frustrating for that simple reason (you can't cut corners if there's a single wall horizontally or vertically adjacent).  I wouldn't be quite that restrictive, but some people just won't grasp it.

Part of it is, honestly, just the coding of it again.  It wouldn't take much - probably just an afternoon - but recoding those wall restrictions (monsters used to be able to move diagonally, so the old code might still be in there, just remmed out), and recoding the autowalk, since you can click any square to pathfind your way there will take some effort.

All that said, I do play a lot of Angband variants and such for my ROGUELove youtube channel, and even I find myself instinctively trying to move in 8 directions now, so it's on the eventual to-do list.  Given my injuries, I can only use a computer a few hours a day anymore, so I have to prioritize.  I've just started work on a huge new perk system, and that's going to take a long while, but perhaps after that I'll find the afternoon to do so. 

At the end of the day, this isn't my career - I'm an actor, not a coder.  It's something I work on because I enjoy the evolution of the game, and I like playing the game, since it's made to my exact specifications.  If others can enjoy the game too, that's cool.

Krice, lemme know if you do try the game and your thoughts at that time.  I know I'll get to Kaduria and Teemu eventually for the channel, if they're downloadable somewhere.

Announcements / Caverns of Xaskazien II - Ver. 0.85.28 released
« on: January 21, 2019, 03:23:12 PM »
Newest version of the game is up at, with some bug fixes, quality of life improvements and more variation to dungeon design.  As always, it's free, so give it a look :)

Announcements / Re: Warlock of Firetop Mountain version 1.0.0 RC 06
« on: December 21, 2018, 05:17:25 PM »
RC 6 :)  Super looking forward to this!  Do you have a sense of a final version in the future?  I.e. are you actively working toward an RC 7 or should I look at this as the final step?

On a side note, thought you might enjoy - I took a couple stabs at Sewer Jacks:

Announcements / Re: Caverns of Xaskazien II - Ver. 0.78.94 released
« on: October 17, 2018, 10:07:10 PM »
Thanks!  Now if I can just get rounded and triangular rooms working...

Announcements / Caverns of Xaskazien II - Ver. 0.78.94 released
« on: October 15, 2018, 08:38:34 PM »
The newest version of Caverns of Xaskazien II is up. You can download it for free, or download the patch to bring your most recent version up to snuff, here:

Check out the devlog if you want to see what the changes are or how to apply the patch. Please let me know if you're encountering anything that seems like a bug!


Announcements / Re: Warlock Of Firetop Mountain roguelike
« on: August 31, 2018, 01:15:03 PM »
"IT" is an awesome book.  Second best King work in my opinion...  behind The Stand.

Announcements / Re: Warlock Of Firetop Mountain roguelike
« on: August 29, 2018, 05:29:20 PM »
Oh, and as to whether it's a great gamebook - it's decent.  It was one of only two Fighting Fantasy books that I was able to beat on my first try (the other being The Shamutanti Hills).  Deathtrap Dungeon was always my favourite FF.

Announcements / Re: Warlock Of Firetop Mountain roguelike
« on: August 29, 2018, 05:26:45 PM »
If you do further work on this, by all means, let me know!  Still one of my all-time favourites.

Glad you enjoyed the Let's Play :)  And thanks for the play tips!

Announcements / Re: Warlock Of Firetop Mountain roguelike
« on: August 28, 2018, 09:25:06 PM »
I promised a Let's Play eventually.  Took a little longer than expected  :P

Thanks again for the game, Corremn!  Still love it!

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