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Messages - mariodonick

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196
Programming / Re: LambdaRogue: The Book of Stars (1.5.x) Trailer
« on: April 22, 2010, 05:09:05 AM »
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So in the trailer it seems a lot of the views are limited by the carried light source. If this is the case everywhere in the game, it seems like you have a lot of room to put information on the sides of the screen

Every tile has it's own "light" value; if the player carries a light source, or one of his/her items has a light bonus, that value is added to the tile's value, increasing the FOV, but there is still a rather small max. limit. Once a dungeon level is explored more or less completely, more of the dungeon is visible (but darkened out strongly, as it's usually out of view), so then the status panel, the quickbar and the minimap will overlap these parts. The quickbar can also be moved with the mouse.

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especially since your characters are two tiles tall.

Edit: I write this based on my understanding of "character" (as "player character"):

Hehe. One of the most common wrong impressions, caused by the way I display the dungeons: It's a terminal emulator and every tile is still an ASCII character, I just use a font that has icons instead of letters:

My characters aren't two tiles tall -- this is just the impression, because I use a tile size of 40x80 in big tile mode (20x40 in small tile mode, less noticable there). I once started with 10x20 tiles and used ASCII even in graphical mode -- the output routines were basically a terminal emulator, and the font I chose had this 10x20 aspect ratio. So when I decided to use better tiles, I didn't want to change the core maths of that terminal emulator, but just doubled the size. When I reached 40x80, I decided I would need at least an optional 1024x768 screen mode, too, because some players complained that too few parts of the dungeon were visible in 800x600 mode.

There is, however, a true text mode, using the console of the user's system. In that mode, of course, the size depends on the selected font of the user's terminal.


And for the Lonely Librarian: There was of course some irony in chosing that name; also, he's not _necessarily_ bad, he's just some kind of voluntary outcast, does not like to speak much ... his role gets clear rather early in the game. :)

197
Programming / Re: LambdaRogue: The Book of Stars (1.5.x) Trailer
« on: April 21, 2010, 08:05:50 PM »
Thank you. :-)

Obviously I've stolen the whole UI design from online RPGs, such as WoW -- it works very well there, and it also does in roguelikes. With the next patch, the quickbar (hotkeys) and the status area have also tooltips, to help players better remember which icon is what, and to get more detailed status info without opening the actual status screen.

198
Programming / Re: LambdaRogue: The Book of Stars (1.5.x) Trailer
« on: April 21, 2010, 07:36:56 PM »
Damn. :-(

... thanks for watching, though.

199
Programming / LambdaRogue: The Book of Stars (1.5.x) Trailer
« on: April 21, 2010, 06:52:28 PM »
Don't really know if a trailer is worth an announcement, thus I put it in here. As the last trailer for LambdaRogue is was from 2008, I decided to create a new one. It's short, fast-paced, and the music is by me.

http://www.youtube.com/watch?v=yhiQ5DUXBxU

Have fun :)

200
Early Dev / Re: Dungeonmans!
« on: April 21, 2010, 04:12:09 PM »
Ido, you're right. Thank you.

201
Early Dev / Re: Dungeonmans!
« on: April 21, 2010, 03:55:14 PM »
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I think the world of this scene and the people in it, including everyone here. There is nothing little about all the work that goes on here and there is absolutely nothing little about the people making these games.

Well, then I think both sides were a bit overly sceptical and sensitive -- first some people here (incl. me!) when XNA was mentioned and you said "I knew it", afterwards you when you overinterpreted that as criticism on your game. I think we should put aside these emotional things now.

Discussing if there is a "market" for roguelikes should also not be topic in _this_ thread. Perhaps somebody (not me, as, well, XNA requires some shaders or such thing, and my crappy graphics card is one reason why I play roguelikes...) has played the alpha and can give some proper feedback?

202
Temple of the Roguelike / Alternate color scheme for TotR Forums
« on: April 21, 2010, 01:10:30 PM »
As I'm getting older and older, I find the dark, black-and-blue color scheme of this forum harder to read.

Is there a way to enable users to choose another forum style, perhaps some white and silver or white/grey and blue?

203
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and the fact that the USA still doesn't attack Iran

... and I hope that the USA will continue to avoid attacking Iran. Partly because I think this would create World War III, and partly because I have egoistic reasons, 'cause my university is just starting a cooperation with an university at Iran, and I am supposed to work in that project. In the case of war, I doubt I'll have that job any longer.  :P  ;)

204
Early Dev / Re: Dungeonmans!
« on: April 21, 2010, 10:28:11 AM »
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On top of that you have the nerve to come here and think little of us, the actual developers of this scene.

This was exactly my impression.

205
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It's all about psychology.. but this trust can't last forever.

In fact there are a _lot_ of people here in Europe who don't like US politics at all, and who are happy that the power of USA seems to decrease.

There are also people who aren't that happy over the fact that their own culture and language in their own countries seems to be displaced by US culture.

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If foreigners lose confidence in US$ and dump it for gold (or even Euros)

I like Euros. ;-)

 I also like the exchange rate, because I can buy games, books etc. cheaper from US shops than here (of course, sometimes taxes are added, but still ... GOG.com and similar shops are good examples.)

But I think it is wrong to try to protect and prefer one country over the others. We need a way for common / global success, but don't ask me how.

206
Early Dev / Re: Dungeonmans!
« on: April 20, 2010, 03:02:07 PM »
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I think I kinda knew I'd get shit from people here because Dungeonmans isn't an ascii game that runs on some obscure build of Kujubu Linux, but that's fine.

As you are certainly aware of, nobody here complained about Dungeonmans not being ASCII -- they just questioned XNA, and even this was not very unfriendly ;)

Have a look at Powder -- it uses SDL and runs (among others) Nintendo DS, PSP and PS3.

207
Early Dev / Re: Dungeonmans!
« on: April 20, 2010, 06:46:54 AM »
I've not tried the game, 'cause I don't want to install XNA, but screenshots and video look good (Finally another roguelike with a trailer, although it's music is a bit overdone. Together with the graphics, it looks like a parody ;) )

The claim "Crush Monsters, Get Loot" should also appeal to mainstream players with a Diablo/WoW socialisation.

208
Good luck and may you have more endurance than previous attempts :)

209
Again a game that @play could write about ...  8)

210
Off-topic (Locked) / Re: Have any of you tried Etrian Odyssey II?
« on: April 09, 2010, 12:37:54 PM »
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Their aim was to appeal to the crowd from a ways back that loved to make their own detailed little maps per dungeon floor

Brian, due to my inadequate English skills I once again fail to fully understand your language. I suppose the developers of that game wanted to appeal to the crowd by having non-random dungeons? But "from a ways back"?  Can the users create their own dungeons? :-/

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