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Messages - Alex E

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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: November 30, 2012, 01:52:52 AM »
If only I had an android  :-[

Programming / Re: New to development, no stranger to Roguelikes though
« on: November 29, 2012, 08:00:31 AM »
Because I said I'd come back with some music =]

That's pretty nifty! Did you make the music yourself?

Programming / Re: Need some Help with small Maps
« on: November 28, 2012, 11:36:44 PM »
Basically, it is just a set of rules that decide how a tile changes during the build process.  So one cellular automata routine might be, as mosenzov said, flip any floor tile with 7 adjacent floor tiles to be a wall tile.  I strongly urge you to play around with it at some point, completely unrelated to a game even.  As requerent mentioned, there is a lot to enjoy in that field.

A set of rules and a number of steps (i.e. run the rule on the map 5 times) can create many many different types of dungeons.

The first program I made using cellular automata was my own version of Conway's Game of Life. I still make maps using the same tiled method I used in that old program, which makes things much easier for me. So ya, it'd be good to try to make some sort of Game of Life game to learn how it's done.

Other Announcements / Re: Roguelike of the Year - getting the list sorted
« on: November 28, 2012, 11:06:21 PM »
Darn, my next game is real time :P

Programming / Re: Need some Help with small Maps
« on: November 28, 2012, 06:27:34 AM »
For some simple, randomly placed pillars, I would probably search through all of the floor tiles in the map first. If it finds any floor tiles with 7 or 8 other adjacent floor tiles, it will make the middle floor tile a pillar.

For example....


...will become...

OO#O####  <-the floor tile in the center of the 3x3 area of floor tiles becomes a wall/pillar.

Programming / Re: Lore
« on: November 26, 2012, 03:10:56 AM »
Lore is always fun, but I hate it when it comes to me in pages upon pages of writing. I prefer seeing events or environments that allow me to visualize what could have happened there.

Who knows that old game "Neverhood"? Here's a great example of how to not incorporate lore into your game.
The worst part was that you HAD to walk to the very end of it to get a disk.

Programming / Re: Hello Procedural El Dorado ^_^
« on: November 03, 2012, 07:18:46 AM »
Welcome, WraithGlade!

Off-topic (Locked) / Re: Burn Out
« on: October 28, 2012, 06:14:06 AM »
That's how most of my projects end. I get to the point of feeling ehhhh whenever I work x game. After a few months of working on my first roguelike it became painful to even think about it. Whenever I reach that point in development, I try to wrap up the game as quickly as I can.

I find it amazing how some people can work on their projects for years without going insane.

Programming / Re: Python Versions
« on: October 22, 2012, 11:45:44 PM »
To quote the Python website: "Python 3.0, also known as “Python 3000” or “Py3K”, is the first ever intentionally backwards incompatible Python release."

Basically, a lot of the old 2.x libraries haven't switched over to 3.x yet because of the API changes. A ton of old 2.x code doesn't work on 3.x and would be a lot of work to port over.
When 3.x was introduced they replaced or removed parts of the API instead of just deprecating them (like Sun/Oracle does with the Java API), which caused somewhat of a stink.

They're slowly porting stuff over now, I think libtcod is already 3.x-compatible if you do some things.

In that case, I'll probably just stick with 3.x since, as you said, they are porting stuff over to it.

Programming / Python Versions
« on: October 22, 2012, 12:58:22 AM »
Lately I've been trying to learn how to program in Python, and I've run into a problem.

I've been using Python 3.3.0 (The latest version), but it doesn't support too many libraries yet, such as Pygame. I can switch using versions at any time, but I'm not sure which version to use.

Anyone who knows a bit about Python want to give me some advice? What's the main difference between all these versions? And why are so many people still using v2.7.3 instead of the 3.x versions?

Other Announcements / Re: Roguelike Radio podcast
« on: October 16, 2012, 05:59:32 AM »
I'm not quite sure if this has been discussed before or not, but I'd be interested to hear about "real-time roguelikes". Can a roguelike be real-time? Well, FTL feels like a roguelike, and it is real-time (except that you can pause and think things through at anytime). Still, I'd love to hear some discussion about it.

Programming / Re: RogueLike in facebook
« on: October 13, 2012, 04:42:02 AM »
Another milestone reached. Now the Javascript application downloads the map from server. When downloaded the map it can display it on a canvas. Perhaps the dungeon generation is ugly but it was just something I put together in some minutes to have something to work with for starters.

At least you got the map to download! I'm interested in seeing where this goes.

Programming / Re: Lighting Issues
« on: September 26, 2012, 12:36:23 AM »
Maybe I misunderstand, but that doesn't sound like the idea I was suggesting.

I probably misread it then.

Programming / Re: Lighting Issues
« on: September 25, 2012, 10:18:07 PM »
What about only drawing a wall tile as lit if the player can see at least one lit floor tile adjacent to that wall tile?

That's a good idea. Have a second check come off the player. If both the light and the player's check meet a wall, then that wall becomes lit.

Off-topic (Locked) / Re: "Text Adventure" Rogue Like
« on: September 24, 2012, 02:40:59 AM »
I like text adventures, and I like roguelikes. A combination though? Eh, I can imagine it and it doesn't seem too fun.

-You encounter a Troll while crossing the bridge!

-You deal 10 damage! Your sword breaks in half!
Run Away

-You run away! You have 1 stick and 1 wooden shield remaining in your inventory.
Walk North


I guess it could be fun, but I personally don't see it.

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