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Messages - george

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46
Challenges / Re: Early 7DRL Declaration
« on: February 11, 2013, 02:10:51 AM »
I have an idea, not sure if I can pull it off, but 7DRL week seems like a good time to try. For a long time I've been wanting to make a RL that uses keyboard gestures rather than single-key commands. Sort of like chorded commands I guess but less about the specific key combination.

Though a keyboard may very well not be the best input device for that sort of thing....

47
Programming / Re: I have 4.5k lines of code and no clue
« on: February 10, 2013, 06:36:49 AM »
How do you mean? It seems to me that the only way to uncover more productive programming is to do it on your own. Someone teaching you is going to teach you their way. Even if they've already discarded the less productive techniques, isn't it likely that there are other more productive techniques you won't learn from them?

48
awesome!

49
Temple of the Roguelike / Re: Going to unread posts logs me out
« on: January 24, 2013, 02:00:46 AM »
Thanks, that works.

50
Temple of the Roguelike / Going to unread posts logs me out
« on: January 23, 2013, 06:30:25 PM »
If I go to

http://www.roguetemple.com/forums/index.php?action=unread

It logs me out and gives me the login page. This link used to work. What's the problem?

51
Traditional Roguelikes (Turn Based) / Re: Kerkerkruip 7
« on: January 21, 2013, 01:46:17 AM »
Doesn't ZMPP2 play Glulx?

Quote
ZMPP2 is a Z-Machine and Glulx/Glk implementation in Scala.

https://github.com/weiju/zmpp2

edit: OK, it looks like it may be incomplete, but perhaps Wei-Ju can help you get it running.

52
Programming / Re: Which name is best?
« on: January 21, 2013, 01:43:28 AM »
None of the titles appeal to me. However I do like Thrall: Escape, or perhaps Thrall: Escape from Easterfire.

53
Off-topic (Locked) / Re: Games for Soldiers: Looking for Ideas
« on: January 06, 2013, 06:41:50 PM »
Spelunky and DoomRL (with Yu's tileset) seem like naturals for this.

54
Programming / Re: New Roguelike MMO in developement
« on: December 13, 2012, 02:12:59 AM »
I think the overall toolkit looks cool but I agree with Krice.

Stepping back a little it seems like there's a new wave of mid 1990s style 2D MMOs coming out but with better technology. Going to make these kinds of tools a lot more available to developers, I think that's good.

55
Early Dev / Re: Hunter RL.
« on: December 06, 2012, 04:36:44 PM »
A trap line is what you call all the traps you lay out (usually in a line, hence the name). Thinking about this from a RL perspective it might be interesting to procedurally lay out the traps beforehand, and then the player can go find the traps they laid out 'before', which kind of adds to the backstory. It also gives the player a direction/motivation to explore. It doesn't really matter if this is in an overworld or not. Different heroes could have traps in locations significant to their story or whatever, or maybe finding the traps triggers some story element too from their past.

56
Early Dev / Re: Hunter RL.
« on: December 06, 2012, 04:35:26 AM »
It might be interesting to mix that up with the concept of a trap line that's procedurally set. Would give some pre-established story and an impetus to explore off the bat.

57
Early Dev / Re: Hunter RL.
« on: December 05, 2012, 04:53:14 AM »
I don't mean the player's choice, I mean the code that chooses which traits go together.

58
Early Dev / Re: Hunter RL.
« on: December 05, 2012, 04:41:23 AM »
As I happen to be reading Viking novels right now and thinking of making a game about hunters based loosely on 9th c. Vikings, Hyboria, Cimmeria, and the RPG Beasthunters, I highly approve of this RL :).

For the traits do you mean that the choice of one will influence the choice of others in a branching fashion, or do you have some other procedure in mind that will create a coherent story from the choices?

59
Programming / Re: [Python] Splitting up source code
« on: November 21, 2012, 05:40:46 AM »
How many lines of code are we talking about?

I think what is important to understand is that while you can look at source organization as a code organization issue, in many ways it is just as much a tooling issue. What you may want to consider is changing (I hesitate to say 'improving' as that is quite subjective :) ) your tooling to reflect your growing codebase.

For example, some editors let you have multiple views of a file and some do not. Some editors allow for an outline mode that lets you organize the source in a way completely different than the way the source is actually saved in files.

So before you start splitting up source files and bogging yourself down with imports and Object.object.object references up the wazoo, consider if changing your tooling a bit can improve your workflow to the point where you don't need to worry about it so much, for in the end this is a relatively trivial matter that is not so important to the production of your game.

60
Programming / Re: Complete beginner/idiot question (libtcod)
« on: November 07, 2012, 04:23:06 PM »
Yeah, we need more information, especially about how exactly you're running the program. What editor/IDE are you using, what version of libtcod do you have, what version of Python, and what steps do you take to run the program.

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