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Messages - Scautura

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I'm English and I'm glad we didn't even qualify!
What is the obsession with a small (relatively) round thing you kick around with your feet? I like my balls to be oval(ish) - yup, rugby (second row forward) or American football (don't laugh - tight end), and I used to play both.

I got to see the first regular season NFL game in the UK, and I'll be going to the next as well, much more fun that football (soccer) (there were supporters of pretty much every team in the NFL and they all got on well with each other... Football supporters always seem to be hateful people, at least shortly before/after or during the game... And the hooligans...)

But I digress...

Other Announcements / Re: Dungeon Crawl Stone Soup 0.4 released!
« on: July 19, 2008, 07:19:38 PM »
My sarcasm occasionally bites.

I know exactly what you mean, as it's not always possible to get across a meaning in "flat" text, I end up with the same problems.

Since I'm half developing on a laptop, and half on a keyboard that doesn't even have a num lock (that's Logitech for you - my numpad keys are permanently numbers, and some software picks it up as "NumLock on+<number>+NumLock off" when you just hit a number), so I definitely get where you're coming from.
I'm not planning on the former (I'm having enough issues with the curses/Console crossover in Python Lindows/Winux... Errrrr, something like that), but nearer beta I do plan on the latter.

Other Announcements / Re: Dungeon Crawl Stone Soup 0.4 released!
« on: July 19, 2008, 01:49:32 PM »
It is?

Well, the tile version is easy, I just point and click where I want to go.
I haven't tried ye olde ASCII versione yet(e) (Yeti?)

I'm not sure most roguedevs (speaking from my own point of view) plan to prevent laptop users playing, it just so happens that the numpad (excluding VI keys - they don't make sense to most people) is most convenient for the average user.

At some point I'm hoping to make my controls part of the options, then you can choose whatever takes your fancy.

Traditional Roguelikes (Turn Based) / CyberRogue 0.0.6 r41 Released!
« on: July 18, 2008, 07:41:57 AM »
Funky Ferryman

- Firearms now work to shoot targets (manual targetting only) (bug: Can "kill" a target but it doesn't die, fixed in r42)
- Inventory management now takes place in the "non-action" part of the screen - you can still see the map while you fiddle around in your pack.
- Damage is dependant on weapon (fists do stun damage, firearms do hit damage, melee weapons depend on style, so a knife will do kill, a bat will do stun)

- Armour - currently stun damage is mitigated by your stun defense, but hit damage is completely unmitigated
- Skill improvement - skills are now visible in r42 (all 4 of them!) and each time you successfully use one it is improved (to go from level 0 to level 1 takes 10 good uses, 1 to 2 takes 20, etc. upto 9 to 10 takes 100 - 450 successes makes you a god, right? - liable to change)
- Auto-targetting - haven't quite got my head around this yet... I need to work out which monster is closest and "tag" it, cut currently monsters don't know what square they're standing on, only the map knows what is standing on which square. Edit: No wait, I'm a moron... Monsters do know where they're standing or they wouldn't be able to whale on you...
- Further ideas yet to be put down in words...

Source and Windows binary: Downloads

I'm still looking for a suitable name - I couldn't think of one back when I tried making CPRL (and failed), and CR is really just a shortening of that. I can't use ShadowRun... EdgeRunner? That's something from CyberPunk 2020, also sounds like crashRun... All suggestions happily taken (my creative juices are a little dry right now).

Off-topic (Locked) / Re: What do you do for a living?
« on: July 18, 2008, 07:17:59 AM »
Like someone else here, I work for the local government...

Errrr, not as "fun" as it sounds, or more fun than it sounds, actually, since I'm an IT support tech at a local school. Which includes supporting in lessons, helping teachers turn on the wireless on their (school provided) laptops (you think I'm kidding?), helping teachers download their emails when they've done something stupid like "work offline" (still not kidding), connecting two ends of a cable to the only two sockets it will fit to in the projector breakout box/laptop and pressing "Fn+F5" like they've been shown many times before(uh-huh... And these people are supposed to be teaching students how to do things? Most of them get there in the end). I'm also the web guru for the school, so if you see our webpage, then that's my fault...

Spare time? People have spare time? If I'm not eating, sleeping, working, playing computer games (currently Titan Quest: Immortal Throne or GTAIV), or developing CR, then I'm spending time with my wife (and I get to do that while I'm eating, sleeping and working as well - did I mention she's a teacher at the same school?). Does any of that sound like it's spare time to you? I always found the phrase "spare time" to be a funny one, if it's spare, you're doing nothing, right?

Oh yeah, and I'm slightly weird/irreverant/comedic... Never said I was good at it though... And I babble...

Programming / Re: Do you like your game?
« on: July 18, 2008, 07:04:29 AM »
Do I like CyberRogue?
Yes and no...

Yes, because I'm enjoying making it and testing/playing (more of the former, less of the latter currently) it.

No, because at times I want to just have it sitting there exactly how I imagine it and play it as such.

Part of my problem is my brain works so very fast and my fingers can only type so very slowly (120wpm is slow, right?) so I know it's going to be a month or so before I reach a 0.1.0 stage (what I consider to be a playable base with generated levels, items, monsters, etc...) and I'm "finally happy" with it (Ha! Like that'll ever happen, that's why it's a 0.1.0, there's 0.1.1, 0.1.2, etc. to go!)

Do you ever wish you could attach your brain to a PC and do a brain dump of your game exactly how you want it?

Programming / CyberRogue Release r41
« on: July 17, 2008, 08:20:10 PM »
I still feel bad bumping my own posts and replying to myself, but...

r41 is now available - working firearms (no autotarget yet, but I'll give it a go - don't want you autotargetting the nearest monster and you can't even see it! It's enough to know where it is once you've lit an area up and it moves), working melee weapons. There are skills implemented, but currently you can't see the effect of them (suffice to say that all skills are 0 for every (N)PC, but the PC has dodge at level 2, just to help them out)

Next up is armour - note that you can wear more than one piece of armour that covers a certain area (e.g. a trenchcoat will cover body, legs and arms, an armoured shirt will cover body and arms, trousers will cover groin and legs, and so on) but layers won't be cumulative. Armour that is close to another's stopping power will be closer to cumulative, but something that is strong layered with something that is weak won't make much difference (e.g. a padded shirt and a leather trenchcoat will provide much better stopping power than either item individually, but a flak vest over a padded shirt will pretty much just provide the stopping power of the vest)
I suppose this also helps with different types of ammunition/weapon (piercing/blunt/etc), and who knows. Dropping an incendiary at the feet of someone in something flammable is always fun! :) (In game you fool, I'm not talking real life!!!)

Programming / Re: New CyberPunk RogueLike
« on: July 13, 2008, 08:45:48 PM »
I'm replying to myself again... I must be mad!

r35 is now available - Linux support included (but there may be some issues - my curses-fu is weak), inventory management is getting there (pick-up/drop/throw... Well, you can state you want to throw something, but it won't go anywhere)

A lot of the things I'm doing are probably hack-ish, but I'm on a "monster" machine, so please give me some feedback as to speed - the funny thing I find is it actually runs faster on Linux/curses than on Windows/Console. It's relatively slow at the moment because of the generated flares that are lit (the lighting is processed for each one every "turn" so slows everything down) so I do know it's slow - next version will be faster, I promise!

And yes, I know there's a bug where if you load a game, your stats don't show up. Fixed in r36, along with the version number.

Programming / Re: Python and curses issues
« on: July 13, 2008, 08:36:56 AM »
I know I probably shouldn't double post but...

CyberRogue v0.0.5 r33 (not currently available) brings Linux support closer to reality. My curses-fu is still weak enough that I can't get the message box to scroll properly, which is important before I go to a wrapper system.
"Why?" you may ask - because it's the last little bit of the puzzle I need to make the whole system work "as intended (as far as I can see, of course). I've managed to fake out "getchar()" to return (some) results the same for both systems (a work in progress, of course), get the screen to look (mostly) similar for both, but I still just can't "get" scrolling. I'm thinking I can fake it using insstr() though...
Another issue is the cursor - it moves to the end of whatever I've just output - even with leaveok(1). This screws up e'x'amining tiles... I'm trying something else out right now, but it seems to be a little, well, not working...

Feh, I'll get there in the end.
Edit: And I did (I think). e'x'amine fakes the cursor by outputting the tile in reverse (special cases for black on black and white on white, they didn't show up properly - probably not doing it the right way, but it works!), and I hadn't used "scrollok(1)" to say scrolling was OK.

Programming / Re: Python and curses issues
« on: July 11, 2008, 05:08:35 PM »
More fixings. r29 (currently available for download from the blog) is "most complete" in the current style. Before I go too much further, I'm going to switch from the way I'm currently doing it (duplicating large quantities of code, but it got it working in the short term) to a more agnostic method - some of my experiments in curses have failed, but I'm still a better dev-guru (hah!) for it.

Because "Escape" has issues on curses/terms (not so much issues, but it does make life a little awkward) I've moved quit to "Q" (caps count), and it actually drops out of curses gracefully.

PS: os.uname() didn't work, but:
Code: [Select]
    import IOWin
    import IOLin
works (pseudo names).

There are a few things I do need to work on (does curses support upto 256 colours/colour pairs? Console does, hence certain things are easy to do - wrapper, should make this easy, but curses wants the colours pre-initialised?)

Programming / Re: Python and curses issues
« on: July 11, 2008, 02:36:19 PM »
As far as I remember, I've only got Console imported in (fixed as of r27), and (Oops, and, that'll be fixed as of r28). The reason for those are the legacy of not separating IO and content, and I hadn't stripped it out of all the files yet. We learn as we go along!

Moving should be on numbers (1,2, etc...) rather than control keys (PgUp, PgDn, etc...), but will be customizable as well. Printing the last hit key is so I can work out what keys give what results - Console gives a "pretty print" answer to keys such as space ("Space"), esc ("Escape") etc... I haven't figured out how curses returns these (yet) so that's why the inventory doesn't work - it's expecting you to hit the key which returns "Space". Hence the wrapper (so both curses and Console give the same output to whatever input - a black box)

I plan on figuring which OS is running and dynamically import IOWin or IOLin in the future, I've pretty much just thrown the Linux version together right now and test when I can.
Edit: Done as of r28, along with fixing the Console includes - committed when I get home.

I think a lot of what you are saying, and a lot of the ideas I have in my head, are along very similar lines, so I feel like I must be doing something right! I just need to obtain the skill required to get me from where I am right now, to where I want to be post-idea.

Programming / Re: Python and curses issues
« on: July 11, 2008, 01:58:56 PM »
I'm against a graphical emulation due to people who play RLs on terms over telnet or the like. I'm not against graphics for display as an alternative, however.

On Windows, I'm using Console, which is not as "in depth" as curses (doesn't do its own windowing/panelling) but that's not necessarily a bad thing. It's also nowhere near as complex, which means it's nice and easy to develop for.

Because I use Py2Exe, you should never need to install Python or Console to enjoy CyberRogue, and N*X users are (usually) knowledgable enough to deal with it for themselves. I don't want CR to be a single OS game, hence why I chose Python (worst case, I use Console and write a wrapper thing to make both curses and Console work, best case, curses actually works for Windows).

Programming / Python and curses issues
« on: July 11, 2008, 08:37:28 AM »
I'm trying to translate my (currently Windows only) fledgling roguelike (CyberRogue) to work with Linux and curses - and I'm having a few issues with curses (which I have been cursing steadily since trying).

I'm not what I would call a Python expert by any stretch of the imagination (I've only just started developing in it), and the less said about my curses knowledge the better (and probably still too much). I still haven't got got the hang of throwing/catching exceptions, so I end up with a cursed terminal if I crash (and I haven't even added an endwin() call yet - legacy of Console, rather than not knowing curses).
As such, I've been having problems with some functions calls, such as scroll() (gives me an error), and I was wondering if anyone could give me a hand?

My long term goal would be to create an IO wrapper so that it can be system agnostic - currently I have a log of duplicated functionality in a Linux and Windows version of the same file, and the Linux version of the game doesn't even look the same (or, in places, even work!)

I'm happy to share my source (it's GPL'd) but the latest version of CR is not currently on my blog, so let me know if you'd like to take a look.
Edit: I've upload the file on its own to my blog.

Programming / Re: New CyberPunk RogueLike
« on: July 10, 2008, 07:50:16 AM »
The layout (details) are liable to change, as I've implemented all the stats/secondary stats that are in the system I want to use - and I'm not entirely sure all of them will be of use.

Currently the message box has 3 lines of text. I understand what you mean by "finished" and that capability is definitely there, but to me it looks like a pull down/autohide dock type thing. I'll have a play with it and see how it looks. Colours are definitely liable to change, most of them are placeholders so I can see how different things work and there is the possibility of making them user-choosable - I thought the blue looked vaguely "glowy", like a screen, but it might need to be pulled out to the outline to look better (or black all over)

Stats/playing field on top, messages on bottom - reminds me of Crawl (flip the stats/playing field over though), so definitely wouldn't hurt. Due to being in development, a lot of these things are in flux, and it's nice to have some feedback. :)

I probably have many, many long term plans and ideas, but not all of them will come to fruition!


Programming / Feedback Release
« on: July 04, 2008, 05:56:11 AM »
I've made a release of my current code - Windows only (Console only works on Windows, wCurses doesn't like me - I'll add curses support at a later date) - on my blog below.
This is not a "final" or "beta" release by any stretch of the imagination, it's a feedback release. Before I go too far, I'd like to hear what people think "so far" - constructive criticism happily accepted. A lot of things are currently hard coded (movement on number keys, "p" for message log, "Escape" to exit and save)
More information - ish

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