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Messages - konijn_

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The thing is paypal isn't very friendly with we Colombians, so it brings some complexity, but I need to get around that anyway.

Yes! Just do it!

Other Announcements / Re: RL map ASCII symbols for uncommon objects
« on: December 19, 2012, 03:15:21 PM »

you should really play with Drawbox on Shapecatcher:

When I drew what I would use for a portal, i came up with

'Closed intersection with serifs' in the mathematics block:
or even

You could use the 'White Shogi Piece' for the other teleport function, not sure they are sufficiently distinct:
That one is found here:

Shrine and/or arrow:
Any from these:


Have fun, this can be a real time sinker ;P


Programming / map[x][y] or map[y][x]
« on: November 29, 2012, 09:45:26 PM »
I read jice's post and found some more outrage on other forums with regards to this.

Feel free to comment, but no wars please, I just want to see how many people care and what they feel is the best.

Programming / Re: RogueLike in facebook
« on: October 14, 2012, 08:27:56 PM »
Another milestone reached. Now the Javascript application downloads the map from server. When downloaded the map it can display it on a canvas. Perhaps the dungeon generation is ugly but it was just something I put together in some minutes to have something to work with for starters.

At least you got the map to download! I'm interested in seeing where this goes.

Yeah, I'm taking tiny steps forward. Else all stuff might get over my head. Next objective is to figure out a good structure for the classes. I always find it difficult to be satisfied with a design.

Entity (Stuff that appears on map.)
->Object (furniture, barrels, ...)

Inventory (Each unit has a inventory, when killed the inventory is accessible by other Units.)

Item (Stuff that exist on inventory and characters can/or have equip/ed.)

I would like some input if possible.


I would say if you are going agile, keep in the back of your mind containers ( Objects with Inventory ), doors and portals. This is typically stuff that can get you stuck if you dont think about this in advance.

Also, you should have document a little more about what 'map' consists of.


Programming / Re: [Idea] RogueLike in facebook
« on: October 08, 2012, 09:45:12 PM »
HaXe NME includes an AS3 binding of JavaScript and a number of other useful libraries.

Do they have a 'lightbox' / 'box2dlights' library ?


Programming / Re: [Idea] RogueLike in facebook
« on: October 08, 2012, 06:50:38 PM »
In most cases the most "difficult" part is getting started with a new environment. That's why I thought I would come a long way just by creating a facebook app and make a simple javascript to be able to login to authenticate to facebook. Well that being said that's what I did. Now I'm able to authenticate to facebook. This is needed to save the progress of the user.

Second step is to find a good way to render my graphics in Javascript. I herd about the power of WebGL but not sure about the pros/cons. If anyone knows a good graphical engine for JS I would like to hear it.

If I were to find time, I would use this :


Classic Roguelikes / Re: Last console version of Angband?
« on: August 22, 2012, 01:12:34 PM »
Success! Here you go:

Hellband 0.8.7
Quickband 2.0.5b
Ironband 14 Aug 2008

I wanted to compile Gumband too because it is my favorite variant but ran out of time. Fortunately it has DOS binary which could run out of the box. If not and you can be bothered a bit DOSBox is quite likely to handle it.

You rock, by the way ;) I will steal your zip and place it on my hellband site ;)


Other Announcements / Re: Rogue tournament
« on: July 12, 2012, 08:16:15 PM »
I've done some updates, which may improve things a little.

I've figured out what the real problem is: when your keypress reaches the server, it responds before Rogue is done processing.  The output from Rogue isn't sent until your next request.  I think I'm going to give up on doing polling cleverly and just switch to WebSockets.

Sorry the tournament turned out badly, maybe I should have waited another month or two.

Nothing to worry about! I liked the idea and I definitely willing to give this another try the next time.


Other Announcements / Re: Rogue tournament
« on: July 09, 2012, 01:55:02 AM »
A whole second?  Something's definitely wrong.

Try running "ping" from the command line.  If you get more than 200 milliseconds, it's probably the network.

Ping time is 35 milliseconds, running Chrome, speed is terrible.


Programming / Re: Unicodetiles.js: JavaScript character tile engine
« on: June 29, 2012, 02:36:27 PM »
@aave : the only thing that I would want for this engine is to have smoother large maps, tripling map size makes the engine too slow.

Other than that the engine is pretty much spot on.


Why not just use the infinate map example? You can then just populate the world dynamically as the player explores.

Sorry, what I meant was tripling the viewport/screensize, not the map.


Programming / Re: Unicodetiles.js: JavaScript character tile engine
« on: June 29, 2012, 02:14:27 PM »
@aave : the only thing that I would want for this engine is to have smoother large maps, tripling map size makes the engine too slow.

Other than that the engine is pretty much spot on.


What language / libraries are you using ?


As the author of Hellband, I can tell you there is no new release, there must have been an RSS glitch.


Off-topic (Locked) / Re: Trading card games on computer
« on: June 10, 2012, 05:38:05 PM »
Castlewars / Arcomage also deserve a mention in this thread.


The iPhone version is called Kard Combat,  it has 8 types of magic, my favourite deck is chaos or demon because it is fun, the strongest magic type is healing by far in my mind.

Cool, is there a version for Android?

Not that I am aware off. The Spectromancer folks are doing a new version for iPhone, I hope they will soon after release for Android.


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