Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Psiweapon

Pages: 1 ... 15 16 [17] 18 19 20
241
Programming / Re: Anyone want to pitch in with references?
« on: March 10, 2011, 11:26:49 PM »
Man, I do know Spaceballs! I'll have to look up that reference, it's been a long time since I saw that movie.

242
I'm copying all  this to a file in my HDD and see what can I do.

I myself have hit the "o" key playing zapm, and then thought, wtf am I doing.

Thanks!

243
Programming / Re: Anyone want to pitch in with references?
« on: March 10, 2011, 10:20:43 PM »
Wow, thanks ancient, *that* is the kind of answer I was expecting! :D
edit: of yes, that SC cheat,  o.o !

244
Classic Roguelikes / Re: Oops
« on: March 09, 2011, 06:28:27 PM »
X_D

245
Programming / What do you consider classical features and mechanics?
« on: March 09, 2011, 04:22:30 PM »
I'm thinking about some common features that aren't present in zap'm that I might implement in the future, but i'd like you to point me to some other roguelike features you consider I might not have thought of.

Off the top of my head:

-Food clock
-Races
-Gods/praying (this would look very different in any case)
-Digging
-Engraving
-Manufacture of items (elvish, orcish, that kind of thing, I don't care much for that)
-Bones (I'm sure I'm not able to do this and won't be in a long time)
-Wishing

anything else? Most of them sound like a tough nut to crack for me, but I hope I'll be able to pull off a couple of them...


246
Programming / Re: Anyone want to pitch in with references?
« on: March 09, 2011, 10:16:12 AM »
You mean Shwartz, Susan? Haven't read any books by her, would you recommend a particular one?

247
Traditional Roguelikes (Turn Based) / Re: XirrelaiRPG 1.2.1
« on: March 09, 2011, 10:14:15 AM »
Well ok lol %D

I'll ply my trade elsewhere.

248
Traditional Roguelikes (Turn Based) / Re: XirrelaiRPG 1.2.1
« on: March 09, 2011, 12:45:23 AM »
What resolution and what do you want in them?

249
Traditional Roguelikes (Turn Based) / Re: XirrelaiRPG 1.2.1
« on: March 09, 2011, 12:29:06 AM »
Um...

You want some tiles? %D

250
Programming / Anyone want to pitch in with references?
« on: March 08, 2011, 02:45:17 PM »
Hay guise  ;D

As you already know, I'm wasting my time developing a zapm version/variant/whatever.

Do you have any funny or interesting references, from sci-fi in general, other games, or roguelike games that you think I should implement?

251
Programming / Re: Developing a variant
« on: March 08, 2011, 01:35:21 PM »
Armor can boost your speed now, not only slow you down =)

252
Traditional Roguelikes (Turn Based) / Re: PRIME updated to v1.3
« on: March 07, 2011, 03:37:08 AM »
a z clawed me to death  :-X

253
Programming / Re: Rogue: The Card Game
« on: March 06, 2011, 11:21:13 AM »

Wow, this sounds ultra cool, I love card games X3

How big is the deck going to be? Is every card going to appear in any given game, or is it something like...
there's a pool of X cards and for every game you shuffle let's say 80% of X? or is there an independent chance check of any drawing any card?

Fantabulous idea, I'm so going to play it when you release it.

254
Programming / Re: Developing a variant
« on: March 04, 2011, 08:36:07 PM »
Gee, making them not go to waste in the process is being such a bitch!

edit: So much that I haven't managed to, yet T_T wtf!

255
Programming / Re: Developing a variant
« on: March 04, 2011, 04:06:05 PM »
Implementing informal identification for implants.

Pages: 1 ... 15 16 [17] 18 19 20