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Messages - mariodonick

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Traditional Roguelikes (Turn-based) / Re: Poll Concerning LambdaRogue
« on: March 22, 2010, 02:46:02 PM »
This name thing is quite depressing *lol* Maths does not belong to my professional background, thus "Lambda" is just a beautiful greek letter for me. So now I ask myself: If I had given the game some menacing, heroic name, had it become more attention?

Well, it's too late anyway. Perhaps it's really time for something new.

I really really like this. Perhaps not for roguelikes, but any other kind of RPG or such.

Traditional Roguelikes (Turn-based) / Poll Concerning LambdaRogue
« on: March 19, 2010, 05:39:54 AM »
Hello everybody,

I'd like to know if you ever play(ed) LambdaRogue. Use the poll above. And please answer honestly ;)

Mario (LR dev)

Temple of the Roguelike / Re: Livening up Roguetemple
« on: September 04, 2009, 07:01:43 AM »
I think it's really the question if the need and desire for discussions is mainly, as mentioned above, a developer's and supporter's issue, or a player's wish. I can imagine that pointing to roguetemple in our games, as mentioned above, might lead some people here, but only those who care so much about a roguelike they're playing that they ask questions or give feedback. I noticed that many of them mainly play a game and are either happy with it or abandon it after trying out, and those who want to discuss games such as DCSS or Powder find their way even to usenet.

And additionally, perhaps some roguelike players are not even aware that they're playing roguelikes, but just have fun with a nice (a) freeware game or (b) console-style RPG (in case of Shiren series, for example). Don't know if making them aware is necessary.

Other Announcements / Re: Simple Roguelikes
« on: August 18, 2009, 01:38:45 PM »
To self-advertise my RL, have a look at LambdaRogue ( I consider it to be simple, but complex enough ;)

Traditional Roguelikes (Turn Based) / LambdaRogue 1.5 released
« on: August 14, 2009, 01:09:32 AM »
I have released the next update of LambdaRogue, we are now at 1.5. The most important changes are:

* graphical mode now in 800x600, 1024x768 and optimized for netbooks
* resolution changes, window/fullscreen and tileset selection do not require a restart anymore
* improved interface with configurable quickbar and new minimap
* lots of bug fixes, including the bug that caused LambdaRogue 1.4 to crash after ~ 3 hours. LambdaRogue 1.5 does not consume all your memory anymore wink
* lots of new quests, incl. the "Heart of Aphrodite" questline, esp. for Aphrodite-characters
* a new, separate, dungeon
* many new items, incl. (finally) shields and boots
* dozens of balancing tweaks; among them is the reduction of dungeon level size to speed up gameplay
* ... and lots more. The complete changelog is included in the archives.

Mario Donick

It is a nice game, and seems very complex. I played it for a while. Just download it and try for yourself before considering to buy.

Programming / Re: New Roguelike in development: Forge of the Elements
« on: July 30, 2009, 04:44:22 PM »
You seem to have put real effort into the development of your game and you seem to know what you're talking about. With the screenshot added, I expect an interesting game soon, although I probably won't play it often, 'cause it is browser based. Isn't it possible to supply a standard Java application, as jar?

I would like to comment on the dungeon layout but the quality of the compressed image is too bad. I can't really recognize what the characters (besides the @ and the . ) are -- walls? forest? caves? Perhaps you could post another picture, showing not the dungeon overview, but the current character's postion?


Programming / Re: Kharne Alpha 1 Available
« on: July 25, 2009, 08:32:50 AM »
Very good improvements, and I'm happy that you got rid of the toolbar. It looks way better without. However, I very often get access violations after character creation (both in full and quick mode); I tried 8 times to play a human knight or warrior, but it did not work. I then had success starting a game with a half-orc mage.

Edit: And you should not use , and . to use portals and stairs ... it is confusing that < and > do not work on my QWERTZ keyboard.

Edit 2: Try to make consistent item names. "Rusted Silk Pantaloons" seem somehow strange ;-) LambdaRogue once had such random item name modifiers, but I removed it, because people got confused. Now I understand why.

Edit 3: When i died, I could neither press 'i' nor 'I' to view my inventory a last time.

Programming / Re: Grinding
« on: July 07, 2009, 05:02:35 PM »
You get a similar result by using somewhat exponential growth in EXP needed for a new level and keeping monster EXP unchanged. (If it takes 20,000 EXP to go from level 29 to level 30 but only 1,000 to go from level 1 to level 2 nobody is going to grind rats in the tutorial dungeon that long ;-)

Yep. This is LambdaRogue's way, although people told me that in 1.4 esp. the deeper levels force them to grind, just because there are too many monsters around and the levels are too big. I actually LIKE to have to slay dozens of monsters at the same time, so I made LR this way. 1.5, however, has smaller levels and less enemies, to beat this grind.

Item grind, by the way, is somehow prevented in LR, 'cause random items and treasure chests are only created once you enter a DLV for the first time.

Other Announcements / Re: Roguelike with a "world"?
« on: June 04, 2009, 08:55:05 PM »
Well ... Not actually a whole world to explore, but if you like NPCs and (non-random) quests, LambdaRogue might be interesting for you ;) LambdaRogue 1.5 (to be released in some days) has also (again) a wilderness with 2 seperate dungeons.

Other Announcements / Re: Project: Roguelike Renaissance
« on: June 04, 2009, 08:51:42 PM »
Thanks for the quick work. The texts now read better than before :)

Other Announcements / Re: Project: Roguelike Renaissance
« on: June 01, 2009, 07:01:13 PM »
-I'm not fit for #1 on account of not having played the game anywhere near enough to wrangle such a thing, nor completed enough of it.

Oh, this wouldn't be the problem as I would brief you with everything you needed to know ;)

But I'm fine with this, too:

I'm not an English Major by any means, but if there's a need for another pair of eyes on it then I could take a crack at it in short order and offer my possibly correct thoughts as I'm a fast reader.  If there's some way you could just send me all the text in the game as it now stands in some kinda intelligible blob that'd be something I could pitch in with immediately. 

I got your mail, you'll get one soon.

Other Announcements / Re: Project: Roguelike Renaissance
« on: June 01, 2009, 01:34:33 PM »
Okay ... after reading all posts I am still not sure what you want to do. I assume helping people in finishing development of their roguelikes?

Besides the fact that most roguelikes are never "finished", you can help me with LambdaRogue in the following ways:

- create a series of quests that fit the existing game and its in-game history (I would even wait with releasing 1.5 until you'd be finished)
- proof-read and correct all the texts
- create better sound effects than I currently have

You can do any point from this list ... just drop a mail.

Mario Donick

Programming / Re: Sword of Light
« on: May 16, 2009, 11:37:36 AM »
This is interesting. Are you simply exchanging latin characters (or displaying the related phonems by runes) so it would be enough to learn the rune alphabet you use to read the text, or did you also change grammar, syntax etc.?

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