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Messages - george

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Programming / Re: Maze algorithm in python libtcod rl
« on: October 14, 2013, 03:42:05 PM »
It's hard to tell without seeing your exact code here. Can you make a new bug thread and paste the code in between code tags? Freezing up could mean an infinite loop or something like that run amok.

Cool rsaarelm, can you say a few words about how this compares to something like libtcod?

Programming / Re: pedantic object oriented question
« on: October 06, 2013, 05:06:18 PM »
Well I don't know how you've written your event system, but I can see a potential problem. If event 1 modifies the map but event 2 has an old copy of the map, it might be working with old data. What does your event loop look like?

Programming / Re: pedantic object oriented question
« on: October 06, 2013, 03:12:32 AM »
There are two ways the critter can know about the map (well, three, but let's exclude global variables for the moment). It can have a reference to the map, or you can pass it the map. You seem to think the first way is the only way to do it, but there's nothing wrong with the second, and IMO it's a better idea than the reference.

Programming / Re: Dijkstra Map
« on: September 26, 2013, 12:39:35 AM »

Which is actually this, since we're dealing with integers only:

Code: [Select]
  #    #    #    #   #    #    #   #   #

-4   -3   -2    -1    @  -1   -2    m   #  (monkey is at -3)
  #    #    #    #   #  -2     #   #   #

                     #  -3     #

                     #  -4   -6   -7   -8   -9   -10   -12   -13   -14   -15   -16   -18    #

And which turns into this once you run the scan again:

Code: [Select]
  #    #    #    #   #    #    #   #   #

-4   -3   -2    -2    @  -4   -3    m   #  (monkey's tile is now -2)
  #    #    #    #   #  -5     #   #   #

                     #  -6     #

                     #  -7   -8   -9   -10   -11   -12   -13   -14   -15   -16   -17   -18    #

I don't see how the monkey's tile goes to -2 -- aren't none of those tiles 2 or more different from their lowest-value neighbor, except the 0 at the player, which just turns into a -1 and doesn't affect the other tiles near the monkey? Nevermind, I wasn't thinking of the numbers peeling back from right to left like that.

Programming / Re: Basic game programming concepts
« on: September 24, 2013, 03:37:44 PM »
Interesting question. It's true you won't see too many tutorials approach things in a totally language-agnostic way.

However your post is a bit paradoxical. You want tutorials that talk about things in a general way, but your example (vectors, arrays, etc.) is implementation details of specific languages.

Have you gone through a complete roguelike tutorial like the Python one at Roguebasin? Many times what seems obvious in observation (i.e. skimming through a tutorial) is only learned through practice (i.e. actually doing the tutorial).

Other Announcements / Re: A Play-by-Post Roguelike?
« on: September 21, 2013, 02:44:13 AM »
Sounding pretty good! How do you propose to handle durational effects? Charms, curses, potions, poisons, someone on fire, someone encased in ice, etcetera?

Other Announcements / Re: A Play-by-Post Roguelike?
« on: September 20, 2013, 01:57:21 AM »
This sounds fun to me, then again I have played PbP games before so I guess that makes sense :).

By the by, you might like this silly thing,

Traditional Roguelikes (Turn Based) / Re: Kerkerkruip release 8
« on: May 13, 2013, 08:58:04 PM »
wow, the polish has really gone up on this one! Nice work!

Now all you need is intro music :).

(is there a minimap?)

You're using pyglet, right? If I recall correctly there are some UI frameworks written for pyglet that you could use. Check the mailing list and maybe Pyweek. (sorry, confused you with someone else  :P)

How you do updates in a turn-based game depends on your 'time' system. In the most basic I go you go (player takes their turn, then you iterate through all other things and they just take their turn in order of where they are in the list), you call the update on a thing when it's their turn.

I have to disagree that events/messaging and components don't mesh that well. They serve different purposes.

The biggest mistake with components IMO is to confuse game things with code objects. That leads you to the question like you had before of 'where do I put quit-game()'? Just because you have an entity system where entities are 'game things' does not mean that your source code objects are limited to describing just entities, their managers, and the systems that act on them.

Programming / Re: pedantic object oriented question
« on: April 17, 2013, 04:19:00 AM »
Just as a matter of separation of concerns it's quite handy to have a commandVerb and a doVerb for the reasons naughty mentioned.

Remember that the original (Smalltalk) OOP really had nothing to do with most of the conventions that were tacked on top of it later by OOP evangelists. It was basically about messaging (between 'objects'). Pretty much decoupling the parts of your program. Whenever people take an idea and start interpreting it and expounding it there's bound to be a bunch of crap to deal with :).

Programming / Re: pedantic object oriented question
« on: April 13, 2013, 09:49:56 PM »
A components system does the same work here as a virtual move method on the thing, the point is you specialize the behavior on the thing and not in the map's move function.

Programming / Re: pedantic object oriented question
« on: April 13, 2013, 08:02:26 PM »
I have entities with move as a member function, and it basically delegates to the map to do the physical moving, but then the entity can override the virtual move function to do something before or after the move, while if you have a monolithic move function for the map, handling pre-post ops on a type by type basis gets nuts.

I don't think having 'move' owned by the map is wrong per se but I think you can make a stronger argument for something like eclectocrat's design here.

Traditional Roguelikes (Turn-based) / Re: Multiplayer online roguelike
« on: April 08, 2013, 04:18:44 AM »
@mp, I've never played tomenet, but a weird thing just happened; I was away from my computer and thought, "this game I'm working on might be better as a multiplayer RL'. Then I opened up Roguetemple and read your excellent post/rant.

So my question is, what else would make a good multiplayer RL?

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