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Messages - FlyingShisno

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Early Dev / Re: Wizard's Peril: A Spellcasting Roguelike
« on: April 09, 2013, 10:25:32 AM »
This game is pretty awesome. I look forward to seeing it progress!

Do you have a blog I could follow? Or do you plan on using the "New Roguelike Releases" feature on the RogueBasin?

Feedback wise, right now I'm on the second floor, and the blue walls with the brown floors make things a little rough on the eyes.

Could you maybe add some sort of auto-targeting?

Also, a way to change the number for spells would be great. I'd like to be able to put my offensive spells first, and my sustains at the end.

Traditional Roguelikes (Turn Based) / Re: Rodney - 7DRL 2013
« on: March 17, 2013, 01:19:51 AM »
This is really cool, though I spent most of my time doing backflips. Are you planning on developing it more?

Classic Roguelikes / Re: Leading Angband Variant?
« on: November 10, 2012, 05:42:00 AM »
I played and really liked NLarn, but weapons broke very fast for me, and it got annoying. Was it just me? Or was I doing something wrong?

Classic Roguelikes / Re: Leading Angband Variant?
« on: October 22, 2012, 11:23:16 AM »
Thanks! It's weird, I keep getting odd visual glitches when I play ToMEv2. And Furyband, since it's based off it(I think).

Anyway, I'd also like to recommend SAngband. It's got a skill system similar to some modern-ish RPG's.

I started up playing the *bands a couple weeks ago, and downloaded all I could find. After going through most, I finally settled on my now favorites. TinyAngband and SAngband for fun gameplay, and UnAngband for the interesting dungeon generation and overworld.

Classic Roguelikes / Re: Leading Angband Variant?
« on: October 20, 2012, 12:57:24 AM »
Thanks! I was looking for the older ToME's, but was having no luck.

Edit: Damn, I was just browsing around that Angband site, and noticed the original ToME. I didn't think I'd find it there for some reason, despite knowing it was once a *band. My bad. :|

Classic Roguelikes / Re: Leading Angband Variant?
« on: October 18, 2012, 09:10:40 AM »
I forgot to mention Chengband. It's got a pretty big overworld. Several towns and dungeons. If you play it, and want to travel to different towns and dungeons, Use the "<" key to go to the travel map. I didn't realize this at first, and it took forever to make it to the next town. :p

Also keep in mind to bring a good amount of food rations before traveling.

Classic Roguelikes / Re: Leading Angband Variant?
« on: October 17, 2012, 07:11:45 AM »
I'll add some other -bands that I think are definitely worth checking out. The ones with the asterisk are my personal favorites.

1)* UnAngband: The dungeon generation is wonderful, and has some nice colored ASCII. They do some interesting things with decorating the dungeon. It actually feels like a dungeon, rather than a series of generic hallways and rooms. It also has more 'room descriptions'. When you walk into a room, it will give a small description. Reminds me of some tabletop DnD. It has mouse controls too.

2)* TinyAngband: Similar to Quickband, though I think the town is more interesting, with more services.

3)* ZAngband: A more indepth -band. Theres a randomly generated wilderness, towns, and various dungeons.

4) Furyband: Lot's of races and classes, like the basilisk. Some of them are kinda silly. It reminds me of the orignal ToME.

5) Halls of Mist: Already mentioned. Like vanilla Angband, but some interesting features. On any stairs down, you can choose to dive down 1 level, or up to 3. Any upstairs, regardless of level, will immediately take you back to town. When you head back to the dungeon, you can choose to either head back to the same level, or the level above or below it. There's also phantoms that appear that will attack you if you linger too long on the same level. I have yet to encounter them, and I like to take my time, so it's not exactly trying to rush you.

Early Dev / Re: In-dev Android roguelike - Cursed Dungeons
« on: September 04, 2012, 09:04:42 AM »
I wasn't expecting too much from something this early in development, but I had a lot of fun!

A lot of these suggestions are kinda nit-picky, and I don't know your current plans, but here they are:

1) Can you put in a map feature at some point? It took me awhile to find the second floor because I couldn't remember where I haven't looked yet, and sometimes got disoriented.

2) A tap-and-hold feature to move continuously until released. This is more laziness on my part though. :D

3) A zoom function. My screen is averaged sized, but my fingers are kinda thick. It makes it kinda hard sometimes to tap/swipe the enemy since my finger takes up a decent portion of my screen.

I really liked pretty much everything else. The UI is really nice and the controls are easy. I also like how food respawns. I've subscribed to your blog, and I look forward to future updates. :D

Edit 1: Will you be charging for the final product? I'm having a lot of fun, so I'd definitely pay for it, within reason of course.

Edit 2: I really like the QR code download thingy. Keep doing that! :D

Classic Roguelikes / Re: Questions about NLarn.
« on: July 22, 2012, 10:39:45 PM »
Thanks! I'll send an email asking.

Classic Roguelikes / Re: Questions about NLarn.
« on: July 22, 2012, 05:55:12 AM »
Well, I won NLarn and am sure you can safely take all the classes. At least it was true in 6.1 which was some time ago. I was returning to town when my inventory was full and still had plenty of time.

In old Larn you continued to play when your time ran out. Game would not end until you visited your home after time was up. If you have the potion of cure dianthroritis but 300 mobuls passed your daughter is already dead.

Thanks! This was my biggest concern.

Did your weapons break a lot? Is it supposed to do that, or is there a way to prevent it?

Classic Roguelikes / Re: Questions about NLarn.
« on: July 22, 2012, 01:23:37 AM »
I think there are 10 levels in the cave and 3 in the Volcano.

I know there is a time limit in order to save your daughter. But I couldn't tell you exactly how long it is.

10 sounds about right. 2 teleportation scrolls took me to Dlvl 10 both times. Thanks for the help!

Oh, I just found out if you go to your house the doctor will tell you how much time you have left to save her.

I knew that part. What I was wondering is if that is enough time to do everything at a slow pace. Like, making a trip back to town every other level and taking all the training classes.

Classic Roguelikes / Re: Questions about NLarn.
« on: July 21, 2012, 09:22:59 AM »
Thanks for the reply! I just found it annoying that a nice weapon I bought broke in 3 hits. It took 3 battles to make that money back, but still. :D

Classic Roguelikes / Questions about NLarn.
« on: July 19, 2012, 02:42:19 AM »
I'm still pretty new to these forums, so sorry if this is not the right place to post this. I'll remove this(if possible) if I'm breaking rules.

I'm still pretty new to NLarn, and haven't made it past floor 3 of the cave, mostly because of gnome lords. Here are my questions:

1) My weapons break a lot. Like, 2 battles and my elven short sword breaks. I had a two handed sword that lasted a floor and a half once. Are they supposed to break this often? Fighting training doesn't seem to help.

2) How many floors are there in the cave and volcano? I like to take a very slow pace, constantly going back to town to sell my loot after clearing a floor. I'm just curious if I need to go faster in order to win.

3) Were is that cure potion for the daughter? I read somewhere it was in the cave, and another source said that it was in the volcano.

4) Is it necessary to save the daughter? Like, will the game automatically end if I don't make it in time?

5) I like training at the school, but is it neccessary to clear the cave?

6) Is it necessary to clear the entire cave?

I'm more concerned about questions 1 and 4.

Oh, the reason I posted this to Major Roguelikes is because Larn is pretty old right?

7) Does a roguelike being old mean that it's major?

Thanks to everyone who helps!

Traditional Roguelikes (Turn Based) / Re: QuickHack 1.1.8
« on: July 12, 2012, 09:30:21 PM »
Wonderful! I especially like the fullscreen function. Were you able to squish out that "summon a spirit on an enemy tile" bug?

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