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Messages - chooseusername

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In what state is this project? I remember being quite interested about this game, but when it was released it turned out to be difficult to play.
It's stable and mostly complete.  People play and complete the game, and seem to quite enjoy it.

It was an age of sail RL with a couple of different elements. There was an overworld fleet and trade kind of thing where you could fire at boats and stuff, then when you got close enough you could invade and it was a captain v captain bump combat thing.

Is this ringing any bells? It's been driving me nuts for like 2 weeks.
Sounds like Sid Meier's Pirates.  Other than that, you should give more information.  RL means nothing these days.  Was it graphical or ascii?  When did you see it?  Etc.

Early Dev / Re: The Veins of the Earth development feedback BETA 6.5
« on: December 30, 2014, 09:19:41 PM »
Because I had, j-1+y, room_name, true) instead of, j-1+y, room_name, true).

My own fault for not looking carefully enough at how T-Engine sets grid attributes.
It's always these small errors that waste your time.  I remember when I did game development professionally, and some fellow developers were clearing out a STL mapping in C++ instead of deleting the entry.  So instead of detecting no entry, and then handling that, it would get a null and proceed to pollute other things with this value.. and crashes ensued.  I blame intellisense in visual studio from getting in the way of people reading the documentation.

Early Dev / Re: The Veins of the Earth development feedback BETA 6.5
« on: December 29, 2014, 06:50:21 PM »
I've spent the last two days poking incessantly around room generation code.

The result is that room name is finally printed to screen - something which has been envisioned for over a year and what I'd attempted to make work for the last month or so.
Why was it so hard?

What kind of a following does the game have? Is it worth kickstarting?
One of my many new years resolutions will be to avoid diverging into an essay on how kickstarter is a scam.

There will be no kickstarter.  No idea how popular it is.  Donations appreciated, but mainly it's just one dude in Russia who gives periodic donations.  People do tend to donate more than they would pay for a game on steam.

What motivates me the most is people participating in the bay12 thread, providing extremely detailed reproduction instructions for bugs and saved games that allow me to just go in there and see the bug with no work on my part.  If I get that, then it seems to me the person who provided it has already done the hardest 90% of the work involved.

Traditional Roguelikes (Turn Based) / Re: Incursion (open source) 0.6.9Y15
« on: December 22, 2014, 10:03:41 PM »
Excellent!   8)
Yes, it is.  Don't forget, when you're standing around your aluminium pole tonight with the family, preparing to wrestle with the head of household, you can air any grievances about the bugs still remaining!  Have a Festivus.

Off-topic (Locked) / Festivus is here
« on: December 22, 2014, 09:59:23 PM »
For those of us opting out of the commerciality that this time of year represents, today, December 23rd is the day to observe Festivus.  Put out your aluminium pole, and get ready to air your grievances.

Incursion (open source) 0.6.9Y15 - December 23rd / Festivus release!

An updated download is available on bitbucket: 0.6.9Y15.

This release should be the most stable one yet.  A lot of bugs introduced while cleaning up the code since taking up the project, have been fixed.  In addition to a good raft of legacy bugs.  Even one feature!  Does not include tacky Christmas nonsense!   Also does not include classy Festivus nonsense!

  • Issue 4: Implemented 'amplify spell' metamagic feat.  This reduces the target's magic resistance by 25%.
  • Issue 44: Added note to empty handed warning about ability to switch warning off in the options.
  • Issue 46: Character sheet recall monster option allows a user to read a card detailing the selected monster type.  However, certain monster categories were not displaying correctly because the value was bumped 100000 as an indicator and the value's variable was an int16.  Reported by Stone_Dog@Bitbucket.
  • Issue 179: Legacy bug!  If you provide an assignment operator overload, then you should provide a matching copy constructor.  The reason for this is that you are sometimes likely to assign in a variable declaration, which uses the latter not the former.  Not providing the copy constructor, will do a bitwise copy which will result in this case in EventInfo instances sharing the same string references.  The first to get destroyed, will destroy the strings it thinks it owns, and either corruption or crashing will then happen.  Reported by Felius@Bay12.
  • Issue 183: If the user set 'Roguelike Keyset' to 'ON' and 'Shift Arrow Keys' to 'Run', shift and any of the 'vi keys' would not result in the player running.  This is an artifact of the move from Allegro to libtcod.  There's a special place in hell reserved for the SDL developers and their new API which goes lowest common denominator in order to cram in support for the mobile experience.  If someone presses 'h' it is a text event, if someone presses shift+'h' it is a key event with the shift modifier.  Ugh.  Reported by dck k, with reproduction case.
  • Issue 185: The victim oriented message shown to bystanders when an attack attempt was towards a weapon, rather than it's wielder, was about the actor rather than the victim.   This meant a mud elemental attacking a weapon would result in a message describing the weapon to be the mud elemental's rather than the wielders.  Reported by Georgy Vlasov.
  • Issue 186: 'One body, one soul' feat was intended to substitute best attribute value out of wisdom and constitution in some circumstances, but the code was wrong.  Reported by Karagy, with patch.
  • Issue 187: Doing an enter action via the 'y' use menu did not validate the target object type before sending the event, and the script engine would choke when it found that whatever it was the player was trying to enter, was not a portal.  Reported by Karagy, with handy save file.
  • Issue 188: Selecting an item from the inventory would crash if there were more than 100 items in there somewhere.  This was a hard-coded limit added in a previous bug fix, for some reason.  Now buffer is reallocated by enumeration function and problem goes away.  Reported by Felius@Bay12, with handy save file.
  • Issue 189: Precision strike had no range constraint, allowing it to be used against distant targets.  It uses the wielded weapon, otherwise the default attack of the racial type.  If the wielded weapon was ranged, then it was used as a brawl weapon naively.  For now precision strike cannot be used if the wielded weapon is ranged.  Reported by Felius@Bay12, with handy save file.
  • Issue 190: If a god is angry but decides to act later, then a stati was registered for it. Unfortunately, it wasn't checked if there was already such a stati from a previous decision to act and act later, so they accumulate and the maximum number of stati that can be present on the player is hit, resulting in a red box.  Reported by Felius@Bay12, with handy save file.
  • Issue 191: When people use the roguelike keyset, this overrides all the keys that comprise the roguelike keyset to do arrow key movements.  Unfortunately this means that any menu that expects these keys gets the movement character instead.  Including in this case, the learn spell option in the character sheet.  Now if roguelike keyset is in use, 'E' is advertised as the key instead of 'L'.  Reported by Thyme Oregano@Bitbucket.
  • Issue 192: Compilation warning fixes broke money transfers, resulting in bugged amounts being transferred due to signed/unsigned variable interaction.  Reported by Felius@Bay12, with handy save file.
  • Issue 193: Compilation warning fixes broke casted touch attacks, resulting in crashes.  Reported by Felius@Bay12, with handy save file.
  • Issue 194: Compilation warning fixes broke praying for aid.  Reported by Felius@Bay12, with handy save file.
  • Issue 195: Observed messages where the action for some reason could be observed, but the actor could not be identified, would report the action as 'It blah blah..' as a substitution for 'The thing blah blah..'.  Now, the message observed is 'Something blah blah..' in this case.
  • Issue 196: When someone successfully counterspells, they get the act factored into when their next action happens, as a delay. The problem was that counterspell has benefits over and above the advertised ones, where the delay is reduced as the skill level of counterspell increases. This then goes negative at a certain level, and puts the player out of commission with a permanent timeout.  Reported by Felius@Bay12, with handy save file.
  • Issue 199: The poison doses requires to coat each 10 missiles, required 1 dose for the first 20 and an additional dose for each additional 10. This is bad math. It should be 1 dose per 10. Reported by Felius@Bay12.
  • Issue 200: Undefined 141 appeared in character abilities listing, this is because Master Artisan lacked an entry in the naming table.
  • Issue 201: The code which considers paralysis of a target as valid for coup de gras checked skills on the actor, rather than the victim.  Reported by Felius@Bay12, with handy save file.
  • Issue 202: The attribute rolling animation took a strangely long time.  The animation display update, and display delay were the same, but just seemed more effective (and slower) under libtcod.  This is fixed by only updating the animation for the first 0.5 seconds of the roll, as it's all a super fast graphical affectation anyway.

Why not? AAA titles are ridiculously cheap. Lots of people play them for tens or hundreds of hours and do so at a rate of like fifty cents per hour or less. Think of the hourly rate you'd be paying if you bought nethack for 40 bucks.
AAA titles are ridiculously overpriced.  If I am considered to be paying an hourly rate should I enjoy it, do they pay me an hourly rate if it is a lame duck?  No, the use of hourly rate is hopelessly flawed, like all similar confusing notions that get employed to paint the desired picture.

Programming / Re: How big is your Level class/file?
« on: December 11, 2014, 09:40:52 PM »
So, you have no idea how your game is different from currently popular games, you just know that it is, somehow? If you don't know in what way it's different, then on what are you basing the conclusion that it's different?
At least he is making his idea.  There are too many who sit on the sidelines and criticise, or post about how great their idea is and expect others to line up (without being told all the special details so they can't steal it) and work on it.

Krice you're bragging about stuff you can't or won't substantiate, which isn't a good characteristic, but good on you for making something.

Development Process & non-technical / Re: Dev blog aggregator
« on: December 05, 2014, 07:02:07 PM »
Heh. I'm not sure if I worded my question clearly enough, but I think I got the answer :)

As always,
Well, interpreting your question another way, if the chatty posts were limited to the development side of things, then possibly.  Make a list of the sort of things you would post, and I'll let you know.

Development Process & non-technical / Re: Dev blog aggregator
« on: December 05, 2014, 03:31:28 AM »
Sure!  When are you going to make it?  I have no interest in it, and have a full slate of projects as it is.

Off-topic (Locked) / Re: Most embrassing thing you done at school?
« on: December 01, 2014, 11:24:11 PM »
I assumed this was someone passively aggressively attacking Krice, by making posts bringing up overly personal details that no-one else cares about.  Very lame.

Development Process & non-technical / Re: Dev blog aggregator
« on: November 19, 2014, 06:56:40 PM »
I don't know how to make the feed only contain things with both tags. I looked online and found I can do this: but that makes it include things from either tag, not specifically both.
The only non-development post in there is a release post. If it really bothers you that much, I guess I can go through and make a new tag.
It's not complicated.

The feed is targeted at other game developers who want to read posts by you about the development of your roguelike.  And so they can get the feedback of other developers on their own development posts.  I proactively remove feeds that start posting off topic material, or that treat the developers like potential players.

If you don't see the value in this, then don't make the tag.

Development Process & non-technical / Re: Dev blog aggregator
« on: November 19, 2014, 05:33:19 AM »
It's Wordpress. I'm not too knowledgeable about RSS feeds, but I think this is what you're looking for.
That includes non-development related posts, which is why I assume you also mention "dev blog" earlier.

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