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Messages - El_Dorado

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Programming / Re: A little NetHack project [On the back burner]
« on: June 04, 2009, 10:24:12 AM »
Why thank you. But it's sort of on the back burner at the moment (as I already said).

Me and a friend are working on another roguelike so I can teach him how to code. So if it ever gets to a releasable point, expect to see it as well.

Programming / A little NetHack project [On the back burner]
« on: June 03, 2009, 09:30:26 AM »
Poking about today, got to drawing up some NetHack sprites for a Fushigi no Dungeon styled engine. Here's a sample, it's nothing much yet, but so far I've got three of the character classes animated.

Also, sorry for the Bitmap format. My computer died and I am having to use a backup 1500 megabyte hard disk, so I have to poke at things with a Windows 98SE approach. Yuck!

Anyways, I plan to redraw each and every monster in the game in this style, as well as all the tiles. And hopefully make a Fushigi no Dungeon styled Nethack game, eventually.

Other Announcements / Re: Rogue Genesis
« on: February 29, 2008, 09:35:39 PM »
As you've probably guessed, I've stopped working on the project.

I've begun work on a GUI for DOS with the help of a friend of mine from Australia.

Other Announcements / Re: Rogue Genesis
« on: January 16, 2008, 07:45:24 PM »
Actually, because the sprites are animated, it's very hard to make ASCII work here...

Unless... gasp...

Animated ASCII characters...?

Other Announcements / Re: Rogue Genesis
« on: January 14, 2008, 11:15:52 PM »
Id suggest using ASCII sprites until gameplay has advanced and you can fetch an artist to work for it (If you are lucky, some artist may like the project and 'j'oin you, but that wont happen if you haven't got anything to show

Umm... No thanks. When I get around to it, I will draw my own sprites. I'm actually a quite decent graphics artist, but I've been so busy with code that I haven't been able to draw up anything. I feel gameplay is more important than visual taste.

Other Announcements / Re: Rogue Genesis
« on: January 13, 2008, 12:19:51 AM »
Hmm... No, I cannot proclaim that I have...

As for the graphics, I do understand they are bad, but they are only there until I can draw up something worthwhile. I have been so busy working out the kinks in the code that I have not been up to the ability of recreating Rogue sprites. What I have in mind is a brown-cloaked hero and some definately better looking monsters... Though I am still deciding on what monsters to use.

I am also thinking about adapting the engine for NetHack, including pets and the stages of NetHack (such as Sokoban, the Rogue level, etc.). I figure that I will stick to the Rogue-style engine though, for now.

Game is almost playable, I'd give it (as I believe I have mentioned before) a week minimum, a month maximum.

Other Announcements / Re: Rogue Genesis
« on: January 11, 2008, 09:07:14 PM »
Yes, but the way I see it, the item menu is easier (and it is opened with Home, closed with End). Especially for the beginning Rogue Player. Plus, Fushigi no Dungeon (Mystery Dungeon) has an item menu that you open, and select an item to use. Since gameplay is styled off of FnD, I prefer their way of item usage.

Me myself, I do prefer the e>itemletter style of command, and I am used to it from NetHack, but unfortunately, when I started playing NetHack (I put it on my Pocket PC when I first got my Jornada) I had no clue how to do that command. It didn't take me long to figure out, but meh... Like I said, I'm styling off of Fushigi no Dungeon.

Other Announcements / Rogue Genesis
« on: January 11, 2008, 08:09:08 PM »
Hello, Those who follow the path of the Roguelike!

I'm making a small, dungeon-crawling roguelike called Rogue Genesis. Based on Japan's Fushigi no Dungeon series (Seen in america as Pokemon Mystery Dungeon) yet with the features of some Rogue-styled games, I'm trying to replicate Rogue's dungeon-crawler feel with a simplified GUI and less buttons (Hit e to eat? Nonsense! Open your inventory, go to some rations or something, and hit the spacebar).

Of course, I'm still refining the graphics (they're pretty ripe right now) and some gameplay mechanics (Enemies are stupid... Only some move correctly and it is hard to kill them). Saving your game works 100% OK, but still has yet to implement the position of Enemies or Items. I'm working on it.

So, no playable demo, but lots of updates and a forum to speak about this young project at the website...

Anyways, additional info can be obtained from the forum by asking (you don't have to register) or just ask me here. You can also e-mail me ( if you have any comments or thorough inquiries about the project.

Thank you~

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