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Messages - mariodonick

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Traditional Roguelikes (Turn Based) / Re: LambdaRogue 1.2
« on: October 02, 2008, 07:44:11 AM »
Unfortunately, I forgot to include necessary .dll files in the Windows download of LambdaRogue 1.2.  At the moment, I am replacing the Setup file with a fixed one.

Traditional Roguelikes (Turn Based) / LambdaRogue 1.2
« on: October 01, 2008, 03:39:27 PM »
Most important changes:

- rare items, unique items and potions (except the ones you have bought already in a shop) have to be identified
- 2 new monster abilities: "heal" and "weaken"
- new tiles for several monsters in graphical big tile mode (antbee, cavebat, watchdog, ghost, holetoad, medusa, nightmare, undead) --> Thanks to Mingos for creating them!
- in graphical mode, a health bar is shown above attacked monsters, indicating remaining HP
- in ASCII mode, the color of monsters indicates their health

Traditional Roguelikes (Turn Based) / LambdaRogue 1.1
« on: August 12, 2008, 06:16:57 PM »
I updated LambdaRogue to 1.1. This is an important update and fixes serious bugs.

I also have increased the tile size to 40x80 and created a tileset based on the Absurd Nethack tileset. I think it looks cool, but you can switch to the old 20x40 tileset in options menu.


Programming / Original Artwork and Tiles Needed (for LambdaRogue)
« on: August 07, 2008, 09:50:37 AM »
I need help in creating graphical tiles for the monsters and the characters of LambdaRogue. I would even pay for this. Well, not much and probably not the whole sum at one time, but better than nothing  ;)

The reason:

As you might have noticed, LambdaRogue's graphical SDL mode is a combination of tile graphics and ASCII characters. I haven chosen this combination consciously: the story, the music, the colors and the font (German Underground) fit together and create a surreal but coherent atmosphere (at least in my opinion  ;) ).

However, some people have shown interest in a complete graphical version of the game, and although I mostly play the non-graphical console version of the game, I would like to have such a thing, too.

Now I could easily adopt existing free roguelike tilesets, but in my opinion none of the existing sets fit the game's atmosphere. Even worse: these tilesets are used by so many other games that LambdaRogue would lose it's individual visual style.

So if anybody is interested, leave a message here, or a note at the devblog ( or e-mail me (mario.donick /at/

Mario Donick

Traditional Roguelikes (Turn Based) / LambdaRogue 1.0
« on: August 03, 2008, 06:15:47 PM »
Over two years have passed since I started to develop a small little program where an @ could be moved on the screen. After lots of unfinished versions with lots of bugs and problems, and after a break of nearly one year, I again accelerated the development process, which resulted in the 0.3 tree in early 2008.

To celebrate the 2nd birthday of my project, I decided to give the next »big« release the version number 1.0, because the version improves again many things and makes everything more stable and polished.

Now, I am happy to announce the release of LambdaRogue 1.0.


Most Important Changes:

The 1.0 release includes both player visible changes and bug fixes, but also some important invisible changes which make the game more stable and less memory consumpting. I removed LOTS of range check problems and fixed several memory leaks. I cleaned up the source and removed now obsolete functions and variables. I reduced the size of save games from 8 MB (12 on Win) to 800 KB (1 MB on Win).

Instead of the Bresenham LOS I used in the 0.3 releases, we now use recursive shadowcasting. I want to thank Dave Moore (from KharneRL) for explaining this to me; it's great to have artifactless LOS and even FOV in the game.

While all former released allowed configuring the interface by editing the configuration file, you now can do this ingame by simply selecting the proper options. Edit your keybindings and switch between mouse or non-mouse-mode without leaving the game.

Besides these and many minor interface- and visual-changes, the game itself has some new features, too. The number of dungeon levels, for example, has been doubled, so there are (again) 20 dungeon levels to explore. These levels contain new treasure, new quests and new enemies – and enemies have many new special abilities (and often more than one at a time). Every dungeon level has a name. The wilderness has been replaced by a small »temple level«, which is
similar to Angband's town level.

Balancing has been improved. Now every character combination should be able to kill at least rats and antbees (while caveworms still are hard for non-combat characters). Magical characters can now train spells they already know by studying the same type of crystal several times.

The complete changelog is available in one of the archives.

Finally ...

... LambdaRogue is now considered "postcard ware" (yes, I know I've stolen this from ADOM). If you like the game or at least want me to continue developing it, send me a postcard. The address can be found in the ingame help files.

Programming / Re: Multiplayer Roguelike (FleschChasmer Online)
« on: July 15, 2008, 10:41:06 AM »
I don't like the idea of my character being controlled by AI. It forces you to stay online as often as possible. Really, if I disconnect, I want a savegame to be created which is loaded the next time when I reconnect.

But still, it looks VERY interesting; would be cool to have a demo out soon.

Traditional Roguelikes (Turn Based) / LambdaRogue 0.3.1 released
« on: June 20, 2008, 07:29:46 AM »
I released the next update on LambdaRogue, so we are now at 0.3.1. Lots of bug fixes, interface improvements and gameplay additions.

See for screenshots and changelog.l


Temple of the Roguelike / Re: Send your banners!
« on: June 13, 2008, 07:10:02 PM »
So, now here's a banner for LambdaRogue:

Thank you,

Traditional Roguelikes (Turn-based) / Re: Lords of Darkhall
« on: June 12, 2008, 07:27:39 PM »
An old thread, but anyway ...  Well, I just played Lords of DarkHall and besides some minor things, this could be a major roguelike one day if developed further. Much effort went into everything, and there are more possibilities than one recognizes at the first glance.

Although I died soon while swimming through water (I think), a short overview on what I liked about the game:

  • Character generation
  • The town dialog where the game starts has a nice picture
  • The interface concept in general - it's very streamlined and I like the mouse support
  • The skilltree and the many possibilities one has

Some things to work on:

  • The performance is really bad. This should clearly be optimized, as this is the only thing that has negative influence on enjoying the game
  • The grey color of the dialog boxes and the Arial or Sans Serif font used is not very atmospheric; perhaps change the color or apply a nice background texture, and change the font to Times New Roman or Georgia or something fantasy-ish
  • I'm not against graphics at all, but there is room for optimization, too ;)

Besides these points, I really enjoy the game. The only real issue is the performance.


Programming / Re: Do you like your game?
« on: June 12, 2008, 06:38:50 PM »
Yes I like LambdaRogue, especially since, because since then it is a compact, but fun game. I often play it just for playing, not for developing (but of course, there develop new ideas and "oh it would be cool if I could do
this and that right now, I should implement it).

It is funny - although I develop the thing, I often forget about certain things and am surprised what can happen.

Off-topic (Locked) / Re: What do you do for a living?
« on: June 12, 2008, 04:54:24 PM »
I studied german linguistics and literature and since April 2007 I'm trying to find a topic relevant enough to write my Ph.D thesis about which is not as easy as it might sound, because there are many fields I'm interested it. I only know it will have something to do with computer mediated communication, electronic learning and probably (hopefully) intercultural communication. To earn money, I work at university in some projects and as part-time lecturer.

So programming roguelikes is just a hobby, and everybody is shocked to see a humanist write computer games ...


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