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Messages - ludamad

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Traditional Roguelikes (Turn Based) / Re: Lanarts (now at 8/22/13 v0r12)
« on: September 21, 2013, 06:53:36 PM »
OK. Just checked and realized ARRP was today. No ARRP release, lots of progress though:

My last release will have to approximate the ARRP release, sadly. I'm overhauling too much to possibly get in stable by tomorrow.
Happy hacking all and have a great ARRP,

Traditional Roguelikes (Turn Based) / Re: Lanarts (now at 8/22/13 v0r12)
« on: August 23, 2013, 07:20:43 PM »
Thanks for the continued support :-) I will try to prepare something nice for ARRP 2013.
Cheers to the ~1year anniversary of me discovering this post :-)

OK. It's been a while ... but lots of new stuff I swear!
This is v0r12. (If you're looking for r11, don't.)

Release blog:

Lots of notable changes here

  - There is now an overworld with multiple dungeons!
  - As a result, almost all the areas in the game have been majorly revamped. The red dragon is now on the overworld, a different boss resides in the first dungeon.
  - There is now a new logo, courtesy of Kevin Siapno.
  - Two new spells - Minor Missile, a mana-conserving Mage spell, and Expedite, an archer spell that causes them to move much faster for a short time.
  - Poison Cloud has been moved from the Mage to the Archer.
  - Magic Blast is now a 3rd-level Mage spell.
  - Minimap is much more visible. You can click to adjust zoom level, right click to look around.
  - [Code-only] The Lua code has been refactored to be much more modular, and has grown significantly. The area generation code has been rewritten (and improved, in the process) in Lua.


Challenges / Re: 7DRL Challenge 2013 Results
« on: March 22, 2013, 06:17:36 PM »
Great result on many levels, near 50% success rate is quite cool to see. Congrats to all the finishers! And of course those of you who tried and failed :-)

Off-topic (Locked) / Re: Linux and Python
« on: March 17, 2013, 02:36:44 PM »
Eclipse+Pydev is an awesome IDE.
Also what's causing problems for you exactly with arch ? Can't you just symlink python2 as python ?

Traditional Roguelikes (Turn Based) / Bughack (7DayRL 2013)
« on: March 17, 2013, 04:06:16 AM »
OK time to release.


I'm a bit exhausted from working on it so I'll just paste the README.
    Welcome to BUGHACK.

    The idea for the game was to include roguelike mechanics based on how ants find food through scents.

    You are a leader ant who must lead worker ants to delicious harvest. Every sector you must gather a certain amount of harvest. Keep your ants safe, or you'll take damage! You must call ants out of an ant hole and then lead them to to fruit.

    Press C in-game to see controls.


    To fullscreen, hit F in game.

    Alternatively, replace the occurrence tiles12x12_gs_ro.png in with tiles18x18_gs_ro.png


    Python 2.X (32 bit is needed on windows)

    SDL (included in Windows, needed on Linux)



    (Or on windows, right click and run with python 2)

    Created by:

     Programming by ludamad (Adam Domurad), putterson (Pat Goebel), art by REZ (Clay Bullard)

I was astonished to see that the entire game was one 14,000 line file. In a way it's quite impressive, I think I'd go mad jumping through a file that large, but the author really needs to modularize the code if he hopes to re-use any of it / continue development at a good pace. For comparison my game lanarts is ~4x as much code over ~300 files.

Not taking away from the game, or author, of course! Porting to linux was easy, I'll help the author with that.

Other Announcements / Re: 7DRL Dates Announced - 9th to 17th March
« on: March 07, 2013, 02:17:38 PM »
I'll be in. Is a 3 person team OK ? One person will just be doing a tileset for a tiles mode.

I promise I haven't been lazy with anything but doing Windows builds. Still working on this game with much enthusiasm ! As always contributors welcome (and still quite badly needed!).

Release blog:

Major changes:

    -  Enemies now do not regen health a bit after hit. This makes enemy packs a lot less annoying. [Credit for idea goes to serprex]
    -  Floating point strictness flags turned out to help a lot with the remaining syncing issues.
    -  Saving the game is much more streamlined -- now you simply need to exit (via shift+escape) and the game will automatically save. Reload the game and hit Continue (or enter), and your game is loaded. I feel comfortable having this the default now since I haven't run into any save-file bugs in a good amount of time.
    -  Victory screen added, you can win the game now !
    -  Scoreboard added, with stats for your previous characters, whether you won, etc. Navigate it with arrow keys/pageup&down if you have a lot of entries.

Minor changes:

    -  Made it easier to distinguish walls and floor in the brick&hive tileset
    -  A lot more code was brought to the lua side, including the menu implementation. The scripting is becoming quite mature, and the game much more engine-like. Documentation to come !
    -  Unit tests moved fully to use UnitTest++
    -  Network debug mode was fixed, logging was made more verbose. Diff'ing logs proved to be very effective rooting out syncing issues.
    -  Game pausing and the steps_per_draw setting work again.
    -  Minor balancing to spells
    -  Added key display overlay for spells, and FPS counter in corner
    -  Moved the wide-open and difficult floor 4 layout to floor 7
    -  More options for hosting games, and the server's options now override client options (whereas before they could be weirdly out of sync)

Programming / Re: When to use scripting languages?
« on: January 08, 2013, 06:58:22 PM »
I am in the process of migrating more logic in Lanarts from C++ to Lua. It's a real-time game so speed is much more of a concern, so I have to take care. I find though that even with major blocks written in C++, having a scripting language call into it is immensely useful for experimentation. With good scripting language bindings, you don't necessarily end up with less complex quests/etc.

The moment you hit a block that requires some behaviour you haven't exposed, write it in your compiled language and expose it. You should make an attempt to expose as generic as possible behaviour, but IMO there is nothing wrong with having hybrid scripted & compiled code. You can leverage the ability to reload scripts in real-time to tune your quest (or whatever you're scripting), and write parts unlikely to change in the compiled language.

Great work.


Hi all, if you've been following my git commits you'll know I've been busy!
I did take a month-and-a-half off to create another game, Carny Death Peddlers, unrelated to roguelikes.

I wrote up a nice overview of lanarts development (and my year of game development in general) in time for new years!

As well, I have released a new version. Here is the download link:

Other Announcements / Re: This is bugging me pretty bad...
« on: December 16, 2012, 06:41:10 PM »
I didn't say I _beat_ DCSS in a coffee break. Just enough time to die :)

Other Announcements / Re: This is bugging me pretty bad...
« on: December 15, 2012, 11:16:04 PM »
I know how you feel, my game is real time and sometimes I grow weary of making it too un-roguelike because it really does have roguelike roots. I suppose the real thing is I want to have the same characteristics that make rogue-likes so enduring -- replayability, emergent complexity, and lack of tedium. My game is principally inspired by DCSS, and the lack of tedium is probably my favourite thing about DCSS. With autotravel it really is a combat-centric game thats great for coffee breaks :D.

Other Announcements / Re: Let's Play... a Bunch of Roguelikes!
« on: September 18, 2012, 08:40:34 PM »
If you're not opposed to the realm of real-time, I would love C&C on lanarts:

But I understand if such things are outside the scope of 'roguelike' to you :)

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