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Messages - Nahjor

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Programming / Re: Want to make an Roguelike starting from ASCII
« on: December 16, 2008, 02:24:28 PM »
Well, I guess the first question is, do you have any experience programming?

Traditional Roguelikes (Turn Based) / Re: MageGuild 1.2 Released!
« on: December 12, 2008, 10:01:40 PM »
You'd have to look into Mono's inner workings for that. :) Basically, Mono provides a simulated Windows forms/GDI+ on whatever platform it's ported to. So, I write to Windows Forms, and when run on Mono, it functions more-or-less the same as it does on a Windows box. I've noticed some small variations running Mono, but so far, nothing breaking.

Traditional Roguelikes (Turn Based) / Re: MageGuild 1.2 Released!
« on: December 12, 2008, 02:36:24 PM »
So should it work completely under linux now?

Theoretically, yes. I've got one player who's using it on Ubuntu and had some issues, but those should be corrected with the above mentioned mono fixes. I've been working to get a linux box set up to test on, but my time is depressingly short these days.

Traditional Roguelikes (Turn Based) / Re: MageGuild 1.2 Released!
« on: December 12, 2008, 02:36:05 PM »
Fantastic work---many thanks for your continued efforts to polish this game up.  I wish you all success possible in knocking out any remaining issues with respect to bugs, glitches, exploits, and balancing---as well as renewed vigor when 2.0 finally looms once you've satiated your other project notions.

Here's to a rich future of quality all the way around, Cheers~

Thanks. :) I'm glad you've enjoyed it, and there's still plenty of work I plan to do.

Traditional Roguelikes (Turn Based) / MageGuild 1.2 Released!
« on: December 11, 2008, 03:14:59 PM »
Just posted version 1.2 of MageGuild. Has a number of bug fixes, including a couple crashes and some Mono compatibility issues.

Full changelist (and download) is available at the MageGuild page,


Traditional Roguelikes (Turn Based) / Re: MageGuild v1.1 Released!
« on: November 24, 2008, 02:21:32 PM »
Thanks, I'm glad to be able to continue to work on this project.

On that note, I just released a 1.1.1; it fixes a couple of very nasty bugs that snuck by me into 1.1., as usual.

Programming / Re: My roguelike idea - The zombie survivalist.
« on: November 22, 2008, 02:09:43 PM »
Might check out Zomband for inspiration; it uses a similar theme, but simpler mechanics than what you're proposing.

Traditional Roguelikes (Turn Based) / MageGuild v1.1 Released!
« on: November 21, 2008, 04:06:26 PM »
MageGuild v1.1 is now released; it's got a number of bug fixes, some relatively small UI tweaks, and a couple of balance tweaks. As always, any issues or problems you have, please let me know.

Temple of the Roguelike / Re: Send your banners!
« on: October 16, 2008, 05:34:45 PM »
I've got one I'd appreciate you adding:

Pointing to

Roguetemple banner will be up on my site momentarily is now up.

Traditional Roguelikes (Turn Based) / MageGuild v1.0 Released
« on: October 16, 2008, 03:58:43 PM »
MageGuild 1.0

I am proud to announce the first non-beta release of my roguelike game, MageGuild. It's been a bit of a bumpy ride, but we're finally here; big thanks to everyone who helped me test the beta versions.

In MageGuild, you take on the role of a talented and daring apprentice of the Nahelan Mage Guild. Delve through countless dark halls, gathering troves of hidden knowledge and gaining power, and battle hordes of deadly enemies that will test the limits of your power and wit; if you're very lucky and very skilled, you'll emerge into the light of day again, a full master in the Mage Guild.

Some of MageGuild's features:
  * Deep item crafting system that allows you to build what you need on-the-fly and ensures that you'll have no useless junk
  * Complex interactions between objects, spells, and beings in the world that give you tons of strategic options
  * Enemies all have their own unique quirks- cookie cutter creatures not welcome here
  * Tutorial that will give you a good handle on the game's controls and basic strategies
  * Optional graphical tiles and optional mouse support
  * Playable on any platform that supports either .NET or Mono

You can download it now at

Please send me any issues, questions, or feedback you might have; I'm reachable here, via e-mail at, and on the game's forums, at


Early Dev / Re: Mage Guild
« on: September 08, 2008, 05:31:43 PM »
Heh...make that 0.7.3:

Same basic deal, crashes cannot be allowed to survive! Next release should be a little bit further out. :)

Early Dev / Re: Mage Guild
« on: September 04, 2008, 04:44:23 PM »
Make that 0.7.2:

(0.7.1 had a couple nasty crash bugs, thus the quick update)

Early Dev / Re: Mage Guild
« on: September 02, 2008, 04:59:33 PM »
Keeping things updated...

MageGuild is now up to 0.7.1; has the latest download, if anyone is interested in checking it out.


Programming / Re: Developing a scripting system
« on: August 02, 2008, 12:52:36 AM »
I'm pretty sure every RL developer has the massive-scripting-language-based-RL idea at some point. My plan for that particular white whale, when I had the bug for it, was very much the same as you describe there. I'm also pretty sure that just about everyone does what I did...starts a project that way, and comes to a realization a short way in that this really isn't the way to go.

If your project uses this approach and works, massive kudos. But I suspect that you'll end up in the same trap as most people who try it; you end up having sunk tons and tons of work into some portion of an engine, and you still have no game. The scripting engine is a black hole... it keeps growing and growing in scope and required power, until it has consumed all of your will to code.

But like I said...if you can make it happen, big kudos, and I'll definitely try it out. :)

Early Dev / Re: Mage Guild
« on: July 28, 2008, 07:58:10 PM »
Pretty cool little game! I haven't gotten very far, but it has been fun experimenting with the different commands/items. Interesting dungeon generation algorithm, too. Would be curious to see the code.

Thanks. :) So far, I have elected to not release source; I'm seriously considering doing so, but have yet to reach a final decision on the subject.

The dungeon gen algorithm is really pretty simple; it was mostly a matter of dinking around with odds and constants to get it to look right and fit gameplay needs. I'd be glad to expound on the details of how it works, if you're interested.

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