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Messages - Pteriforever

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Classic Roguelikes / Re: How to be a Major Roguelike?
« on: October 27, 2011, 10:31:57 AM »
I'm sure, if I wanted to, I could come up with a heap of stringent criteria to decide what is and what isn't a major roguelike, but in my opinion there's not much of a point. The players should decide.

Traditional Roguelikes (Turn Based) / World of Tey 0.5.0
« on: October 27, 2011, 06:46:44 AM »
Ok. It's been rather a long time -- Like, three weeks. But, trust me, I have NOT been procrastinating for this time. At least, not very much. I've been writing, re-writing, and improving rubbish code, and fighting bizarre things like this:

This update adds the basis of the inventory system. In true roguelike tradition, there are 52 inventory slots, although I could change that to some other number -- or even make it infinite -- if the need arose.

There are only two items -- Item One and Item Two. Neither does anything, because the capacity for items to do things hasn't been implemented yet. They have a bunch of placeholder properties, but those don't do anything either. Items can be picked up with G and dropped with D. The inventory is scrolled with PgUp and PgDn.



Traditional Roguelikes (Turn Based) / World of Tey
« on: October 05, 2011, 11:24:50 AM »
Ok. I've been talking about this for a while, but I only actually started last month. 0.3.0 has enemies and resting, and 0.4.0 will hopefully have motile enemies with AI.

Website is

Classic Roguelikes / Re: Arg.
« on: October 05, 2011, 11:22:34 AM »
Yeah. I've never won any of the 5 major roguelikes. I have won XirrelaiRPG, which is an utter crap game I made myself, and Numbers, which requires zero strategy.

I did get *this* close to winning ToME, though.

Out of the other roguelikes I've played, I'm absolutely hopeless at Anquestria -- It takes an order of magnitude longer to create a character than it does to play it -- and Adventurer has no win condition.

Traditional Roguelikes (Turn Based) / Re: Eracia
« on: July 22, 2011, 11:44:34 PM »
This looks good! Like, REALLY good.

Will there be a hunger system? They're quite irritating unless they're done very well.

$0.00 AUD. I've only like, bought three games in the past two years and I intend to keep it that way.

Classic Roguelikes / Re: Legerdemain - A major roguelike, right?!
« on: June 14, 2011, 10:23:31 PM »
Except that roguelikes are not RPGs

...How? Roguelikes are a subset of RPGs. All the defining aspects of an RPG -- Control of a single or a small group of characters, combat focus,  and so on, are all there in the major roguelikes of today, thus, I think we can safely add them to the list.

Classic Roguelikes / Re: Legerdemain - A major roguelike, right?!
« on: June 14, 2011, 11:03:16 AM »
If it's a 2D, grid-based, turn-based RPG than it's a roguelike. End of issue.

Programming / Re: Handling deaths/corpses
« on: June 10, 2011, 10:00:20 AM »
I was thinking of handling corpses by adding a special inventory slot that's set when the creature's created -- Nothing for some, corpses for others -- that doesn't effect and usually isn't affected by anything else until the creature dies, at which point it's dropped just like any other inventory slot.


Yeah, I've had red apples do that. I've stopped work on this becuase it was so terrible. World of Tey will be much better.

Classic Roguelikes / ToME4: Yiilkgur remade in Minecraft 1.6.5!
« on: May 29, 2011, 11:43:27 AM »
I was bored and decided to make this. Yes, I used INVedit. It only took a couple of hours. Sorry for the video quality, HyperCam is an awful program in that regard and so is WMM. I think that some of the rooms were a bit too dark, don't you think?

Now, on with the link:

Programming / Re: World of Tey -- core
« on: May 27, 2011, 10:39:35 PM »
You have no right to insult my programming language. It's perfectly real and valid; people just think it isn't because it has a good interface.

Programming / Re: World of Tey -- core
« on: May 26, 2011, 09:24:42 AM »
Well, it's just for convenience really, and so I won't need to track a whole bunch of position-related variables for each entity. I could use their raw coordinates, but GM7's "If object at position" action isn't very reliable, so I patch it up myself. Originally I was going to do something different and it would've been a bigger help there

Classic Roguelikes / Re: Spelunky: How Deep
« on: May 25, 2011, 11:06:51 PM »
Spelunky is really easy. If you want a challenge, then I recommend the variant Spelunky Gates of Hell. It's really fun  ;)

Programming / World of Tey -- core
« on: May 25, 2011, 10:49:31 PM »
This is a quick rundown of how I'm going to do the basic core of XirrelaiRPG 2.0.0: World of Tey.

-- Firstly, every different gameplay-thing is its own object. This contains the minutiae and specifics of the thing, such as variables that control the stats, name, type, and so on.

-- These are arranged into groups with similar properties with parent objects that contain the most basic behavior common to each group(e.g. Items can be picked up, creatures die when they're killed...) and a super parent object called "entity" which simply contains everything that's going to have a direct effect on gameplay, i.e. terrain, creatures, items, and effects.

-- Everything's x- and y-coordinates will be divisible by 32 anyway, and the play area will be an 18*18 grid, so the set of x- and y- coordinates will be converted into a single value  between 0 and 323. I am going to call this number the "position value".

-- Whenever an entity wants to perform an action that might affect other entities, such as moving, it first calls all possible entities that it might affect and test their position values against the position values being affected. If a hit is detected, the entity affected will send back its name(for use in status messages) its type number(so we can tell what to do with it), its instance number (so we can refer back to it when the effect takes place) and any other information that might determine what happens (such as the faction of a creature). The to-hit roll will take place elsewhere, so we don't need to include stats in this information right away.

-- Finally, all this combines so we can tell what happens when you bump into something or use any other command.

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