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Messages - Legend

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76
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 04, 2016, 12:53:51 AM »
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With the axes i was thinking of adding a dead zone where the destination cell gets highlighted, so you can see if you're, indeed, going diagonal before commiting the movement... however, that presents its own challenges, as the continued movement of the axis could mis-fire and go towards a unintentional direction.

Personally, I believe that the best solution would be to combine your idea with what Akeley describes. When the player moves the joystick, the corresponding tile is highlited, but no actual movement is made. When the player presses the designated "step/move" button, the player's character will then move. Once the player presses the "move" button, the direction which was designated is locked in until the "move" button is released. Therefor, if the player holds down said button, they will move continuously in the originally selected direction. And, of course, pressing the "step" button when it is within the deadzone without having the joystick being pointed in a specific direction will result in a wait/rest/search kind of command to let a turn go by without actually having to move.

77
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 06:19:44 AM »
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Interesting combination. Do you use your diagonals as "diagonal" joystick movements? or cardinal movements are mapped to diagonals on that second joy?

I use the actual diagonal directions for movement.

At first I tried mapping all 8 directions to a single joystick, but because of the nature of analogue joysticks, it was rather difficult to move without accidentally registering going down-left for instance as either just down or just left. Then I went to mapping cardinals to the dpad and diagonals to one joystick. Then both joysticks since it just felt more natural and often needed more buttons to be mapped which was more comfortable on the dpad directions.

This leaves a xbox360 or Logitech f310 as I have with full 8 way movement and a minimum of 16 usable buttons. And even more if needed by adding a "shift" function to one of the buttons. Which makes it so if I hold it down, then all the other buttons change their mapping functions as assigned.

The big hurdle to this is if menus cannot be navigated by cursor and enter keys. The secondary downside is There can be quite a few functions to try and memorize which button is programmed to do what. It can take a good bit of time to set it up intuitively.

78
Traditional Roguelikes (Turn Based) / Re: Demon's Sword (now at v1.0)
« on: February 03, 2016, 05:13:52 AM »
Wow. I love this.

I've always liked Telengard and DND which it was derived from (by the same author as well), and this is a pretty fun arcade style dungeon crawler in the vein of Telengard.

It keeps the simplistic charm of the original with just enough added features and depth to make it seem like a spiritual sequel and it plays great. It even keeps a similar interface to the original but also makes it so a the enter key can be used as a broad "interact" button which makes it play much smoother. Which is especially helpful with the real time reaction input that the original and this game utilize. I do wish that the main menu could be navigated using the cursor keys and Enter though.

The graphics are very nice with a combination of oryx roguelike tiles and a status area and border reminiscent of the old ad&d gold box games.

This could use some better documentation though. There are a few items which are not explained at all what they do, like the candles.

I think the traps need to be tuned up a bit. They are invisible and can deal massive random amounts of damage.

I booted this up intending to just check it out for a minute and next thing you know I was playing for over an hour.

I'm finding it rather great so far.

(If the dev is reading, the sound seems to distort for some reason after I switched to fullscreen. Winxp.)

79
Early Dev / Re: Ganymede Gate - Sci-fi roguelike (Alpha7)
« on: February 03, 2016, 04:50:33 AM »
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A nice thing is that playing with a gamepad feels nice, and lot of people like it that way

And a lot of people - majority in the RL world probably - still considers gamepads as console heresy. It`s an understandable old habit/sentiment, however gamepad (with a good d-pad) is superior to all other forms of control input, it`s just ergonomics.

Indeed, this is probably the feeling of the majority that already are on the roguelike bandwagon. However, i'm intending to open up the game genre a bit to the "masses" so people that don't usually play roguelikes can get a hang of it. And yeah, gamepads are ill suited for some genres, but roguelikes shouldn't shun them because their ergonomics help on long sessions where you can relax your arms a bit and play comfortably.

I definitely appreciate gamepad support. Aside from becoming more accessible to the "masses", it also opens things up to those who have situational constraints which may actually make them more likely to play games with a gamepad as opposed to keyboard only.

I actually play many roguelikes using keyboard mapping software like xpadder and joy2key. Infra Arcana, DoomRL, and Frozen depths for instance are quite easy to do so with their limited command set and the ability to scroll through ,enus with arrow keys and make selections with enter.

The best way I found for movement, is to separate the cardinal directions on the left joystick, and the diagonals on the right joystick. Using the dpad itself to be able to map to other functions.

80
Black Mamba's who slither up through the cracks of the floors?
Crawling intestines that spew forth from a reanimated corpse?!
Got binded by a raven pecking at my eyes!!!
A croc headed mummy?!?
A severed hand trying to strangle me?!?
Spitting cobras that blind me?!?!
And just what in hell came out of that coffin which I could not identify, hitting me with an ethereal scythe, backed me into a corner, surrounded by worm masses and zombies spewing out their intestines and severed hands, slowing me down, and literally terrified me to death!?!?!?!

You sir, are devious!

Loving the new update!

Code: [Select]
Ash
   * Explored to the depth of dungeon level 3
   * Was 15% insane
   * Killed 87 monsters
   * Gained 301 experience points
   * Gained a score of 332

Traits gained:
   Adept Melee Fighter, Adept Marksman, Dexterous, Lithe, Tough

Unique monsters killed:
   * None

History of Ash
            0: Started journey.
          323: Identified a Potion of Confusion.
          325: Identified a Potion of Curing.
          483: Started babbling incoherently.

Last messages:
   I am terrified! The Worm Mass misses me. It misses me.
   I am too terrified to engage in close combat!
   The Worm Mass bites me.
   It reaches for me... I dodge! It reaches for me...
   Everything around me seems to speed up. I am no longer terrified!
   I dodge an attack from The Worm Mass. I dodge an attack from it.
   I swiftly swap to my prepared weapon (a Dagger).
   My attack passes right through it! The Worm Mass bites me.
   It reaches for me... Everything around me seems to speed up.
   My attack passes right through it! It reaches for me...
   Everything around me seems to speed up.
   It slices me with an ethereal sickle. My spirit is drained! I am terrified!
   I dodge an attack from The Worm Mass.(x2) It misses me.
   I am too terrified to engage in close combat!
   The way is blocked.
   I hear a click...
   An alarm sounds!
   I am no longer terrified! It slices me with an ethereal sickle.
   My spirit is drained! All my spirit is depleted, I am devoid of life!
   I am dead!

The final moment:
                                                                               
                                                                               
                                                      ##########               
                                              #########,'....,.#               
          ########################            #...,...'',,#.#.'#               
          #@w-?}w'.............;;#            #,#######.'``.''`#               
          #/]-)##############,;.'#            #.#     #.,`.`&..#               
          ####'##           ##'###   ##########.#   #####'####'#               
             #[}#           #   #    #....;.'.#.#   #.....#  #.#               
             ##)#           # # ######...#.,`.#.#   #.#####  #.#               
               .            #   ,....'........#.#   #.#      #.#               
               ..           #+########.#.,.,..#.#   #.#      #.#               
               ..                    #.&......,.#   #.#      #.#               
                ..                   #####'######   #.#      #.#               
                .                       #..#        #.#      #.#######         
               ###                      #.##        #.#      #.......#         
                                        #'######    #.#      #######'###########
                                        #...,..######.##########....}&.'.......#
                                        #...#,.'.................#.0;|.#...#.#.#
                                        #......###################.....#.......#
                                        #......#                 #.....#.......#
                                        ########                 ###############

I did notice something that I thought was a little funny. I was trying to fend off a rediculous amount of black ooze by throwing cocktails and tnt at them. There was a couple cocktail pickups next to the ooze. after throwing two cocktails of my own and a tnt bundle, the two cocktails were still right there to be picked up. I assumed that they would have been destroyed and\or made the fire spread more.

I think maybe those black ooze should maybe appear a little bit later in the game? They are quite devastating in the first couple levels. Especially when combined with worm masses. both of which keep multiplying.

The ghoul is pretty fun to play as. Though, I would think that if I ate a zombie corpse, it would vanish and not come back to life. But when I eat one, the corpse does not disappear and will still rise.

My custom distorted font that I used to use, doesn't seem to look quite right anymore when I tried using it with the new version for some reason.  :(
http://forums.roguetemple.com/index.php?topic=4803.0

I miss the cool ascii tree/moon/tombstone kiil screen!

81
Early Dev / Re: Armoured Commander: WW2 Tank Commander Roguelike
« on: January 29, 2016, 02:57:13 AM »
wow. this is incredibly awesome and in depth. I am encountering a bit of a bug. Even if I set the game to fullscreen, it will not start in full screen. And I cannot switch to full screen mode within the game if the setting starts as on. Meaning the only way I can play in fullscreen is if I turn fullscreen option off, quit the game, then restart the game, and switch fullscreen back on. If I quit and restart after that, the game starts in a window and I must do the whole thing over again. Also, the resolution settings seem to have no effect.

Using winxp sp 3 32 bit.

82
Player's Plaza / Re: Slash plays Roguelikes #2 - Caves (Roguelike)
« on: January 29, 2016, 01:35:20 AM »
I started checking this one out a couple weeks before the post here. It has some pretty interesting mechanics. Though a lot of what's going on is pretty cryptic. There have been frequent updates lately though and it seems to be shaping up rather nicely.

83
Cool. Thanks. I'm still stuck on winxp and shadow of the wyrm doesn't seem to open. (I get the "not a valid win32" error). More and more games and programs now days unfortunately leave winxp users, somewhat understandably though, left out to dry.  :(

I look forward to checking out the xp version when you get a chance to make it.

84
Seems pretty cool. Any chance of a version that runs on win xp though?  :(

85
Classic Roguelikes / Re: Last console version of Angband?
« on: January 17, 2016, 08:09:11 AM »
I didn't get around to saying thanks last time and letting you know that Sangband seems to work great so far.  I really appreciate you taking time to make versions like these for people like me which are probably the small majority who actually prefer to play bands this way.

86
Traditional Roguelikes (Turn Based) / Re: Nethack (now at v3.6.0)
« on: December 10, 2015, 06:29:10 AM »
I'm quite interested in tinkering with the options for nethack. Especially the display options.  Unfortunately, the information provided with the game seem s quite cryptic to me. The wiki isn't too much better. Is there some sort of detailed "for dummies" kinda guide somewhere explaining how to configure the nethack settings?

Or maybe if someone else has a settings file that they setup differently from the original that I could take a look at?

87
Traditional Roguelikes (Turn Based) / Re: Nethack (now at v3.6.0)
« on: December 09, 2015, 06:41:23 AM »
Wow. I never saw this coming. I started playing roguelikes 25 years ago with Rogue, Nethack, and Moria/Angband and noone I knew knew what the hell I was talking about or once they saw the games immediately dismissed them. Now, 2 decades later, nethack and Angband both are still around and the genre as a whole is household name practically. Kind of a trip.

Wish they could have updated the documentation a little better though too like how exactly to change the menu text colors.

http://indiegames.com/2015/12/nethack_360_released.html#more

Now if Rogue could get an official release update.  :P

88
Classic Roguelikes / Re: Last console version of Angband?
« on: December 07, 2015, 06:08:52 PM »
Cthangband works great. Thanks Ancient.

Shame about Hellband. I wonder why it won't work this time. I do believe you were able to do it before. I don't think it changed versions either. I don't recall the last version you compiled needing a menu bar and worked fine. I just started in fullscreen every time and started a new game by keypress. It just ran like an older dos version.

89
Classic Roguelikes / Re: Last console version of Angband?
« on: November 30, 2015, 06:21:36 AM »
Thanks.

That page for sanfgband does.t seem to point to the ibm version though. just windows.

I know that it is a nice full screen kinda console version though. it still has the fixed windows. wanted to check out the ibm version to see if it just did everything through a single full screen instead of taking up the bottom half for tiny windows.

90
Classic Roguelikes / Re: Rogue - let's beat it
« on: November 30, 2015, 06:16:13 AM »
Is there a way to use/activate the extended ascii mode and color used in the 3.6.2 version of rogue in rogue v5.4? Other than that what are the major differences between those version?

Anyone playing with the Donnie Russel port? https://sites.google.com/site/donnierussellii/rogue

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