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Topics - getter77

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586
Traditional Roguelikes (Turn Based) / Runesword2 2.6.1 RELEASED!
« on: December 24, 2009, 01:12:20 AM »
http://www.runesword.com/rs2.html

Gisty changelog summary:

"RSII 2.6.0 CODE-NAME: FRANKENSTEIN
Redesigned. Improved. Given a good de-lousing. RSII 2.6.0. New pieces have been added on, other pieces have increased functionality. Stronger, bigger, and more powerful than ever, RSII has been given new life with the release of 2.6.0!!!

CREATOR REBORN!
The Creator software has been greatly improved and stabilized again. Creator now supports Ctrl-X, Ctrl-C and Ctrl-V shortcuts. The Creature Explorer has been given an ‘Insert’ button, so you can look at a beastie and then stick it straight into an encounter in the active tome. An Item Explorer has also been added in with the same functionality. Lots of minor and major improvements to the search function, map use and tile use. Encounters are now sorted alphabetically in the treeview, making it a little easier to find things. A ‘Browse’ button has been added to certain windows, making it simpler to insert items, creatures and triggers from the library. Combat wallpapers now show their picture in the Creator, so you can see what they look like without having to leave Creator. The treeview is now updated after the "replace" function is used (and several other bugs with search have been fixed as well) and when an item is selected in the center of the screen, it is also automatically selected in the treeview. Trigger code windows are now horizontally resizable. This makes it easier to see all of the code that you are working on.

Maps and map-making have been greatly enhanced. The Move Map right-click command was fixed. It used to leave out areas that were not previously loaded. A major improvement was the move to drop down lists for the CopyTile and TargetEncounter statements. No more typing in the names of tiles or encounters and maybe getting them wrong! A new statement was added also: "TargetEncounterInArea". This is an improved "TargetEncounter", valid for the whole tome and not the current map only. You can also now place your mouse over the right or left edges of the map to move the map in that direction. New tile graphics (Right-click on the tile area of the treeview to create new tiles) are now updated when they are created, instead of waiting until the active map was opened again or another new tile was created. The Find Tile function was improved as well.

Conversations have been enhanced, allowing Creators to use CreatureTarget.Name and CreatureNow.Name to personalize dialogues between players and NPCs. A new statement: RemoveTopic, has been added to the trigger functions, making conversations much more meaningful and easier to build. So now if a player makes a merchant uunhappy, Creators can set it up so that the merchant topic is removed from him and he will no longer sell goods.

Also, the picture to display when a creature dies can now be world or even creature dependent. So, your blobs won’t show bones when they die if you take the time and specify a new graphic!

Tome Creator Several new capabilities have been added to the tome creator. Right-clicking on a map will create an entrypoint (or an encounter if Shift is pressed) if no encounter/entrypoint already exists at the clicked location. Getting easier and easier to Create! On the individual maps, creators can now select a set of wandering monsters for each map straight from the map properties. These wandering monsters only attack in encounters that are classified as "None" or "Dangerous Area" on the encounter properties. So you can have your map, dangerous as you want it to be with a selection of monsters to encounter at random, and mark safe havens in there as well. You can also tag an entire map as a Camping area, with a chance for monsters intruding as well as setting the time needed between rests. Talking about monsters, Creators now have more options when it comes to body parts for opponents. Besides the standard arm, leg and other basic body parts, there are new parts including hull, cabin, deck, mast and turret for boats and spaceships! Creators can also specify (for a world or individual creature) a different picture than the standard bones bitmap for when a creature dies.

Tome Packager The tome packager, one of the best additions to the core software, has been improved again! It now checks creatures, items, and triggers attached at the tome level and packages them correctly. It also generates an .rsp file instead of an executable, making emailing tomes a breeze!

World Creator
Creating a personalized world has never been easier. Each world can now be assigned an appropriate interface that will change the screen display to more accurately reflect your world. So when a player changes worlds, their interface will portray the new world automatically. The way Creator handles race pictures has also been improved. Creators can now select a separate set of female pictures for their races! World Creators can also change, remove or add race pictures in a kingdom by right-clicking on the picture. Brand new to Frankenstein is a World Packager! It works the same as the Tome Packager, creating a file that can be shared with others via email. Each world now has its own random tome as well! This is a big addition. Creators can put random tome(s) created specifically for their world under Library\\ and it will show up in the player for random tome creation. So no more Calm Village random tomes in Colony Prime.

PLAYER REBORN!
A lot of new things are in the Player as well, both to provide a smoother, less buggy playing experience as well as improving overall play. The most obvious change is the new interface. There are now submenus for tomes and characters. The character submenu allows you access to your characters outside of picking them for tomes. You can scan through your roster, checking to see who you have ready to play. Another one of the bigger additions is support for mouse wheels, improved drag & drop capabilities, and more double-clicking! Want to change weapons in combat? Double-click on the weapon you want to use and voila! The weapons swap places (as long as both have been previously examined). Tired of having to drag treasure over to your characters one by one when you don’t want to “Take All”? Double-click on the desired booty and it will go as quick as Uncle Darryl with diarrhea to the active character’s inventory! Want to open a container? Double-click on the chest and it will display its contents (except of course if it’s locked or unexamined). Want to go down the list of goods for sale at the merchant shop? Use your mousewheel to stroll down the list.

By the way, merchants no longer crash if you buy their last item and then try to buy more. We also fixed an error with tomes that contained journal entries, and stopped characters from being able to search in areas that they had already left (when you were transported somewhere else, you could search the previous area). The health bar has undergone a facelift. Instead of the green and red colors, yellow has been added in. Now green shows you are in the top third of your health total, yellow the middle third, and red only shows when you have dropped down to 33% or less of your hit point total. If the world uses a magic bar, then this color scheme works for that as well.

Rune names alongside of the screen have been fixed so that they can be read in all screen resolutions. Last update introduced several new features, including a Home Tome for characters. This update fixes a few of the problems found. For example, when characters visited their home tome, Player used to save the tome as many times as there were characters in the party living in it. Not any more, now it saves only once. Monsters got smarter too in Player too. They will switch weapons if needed, and they no longer check the size or level of their items. If the Creator was dumb enough to give them the wrong sized armor, then the monster will still be able to use it! But don’t worry, characters got smarter as well: now, when they search an area, they also look for traps (and when found, they try to remove them!). The RT 91 error that used to happen when closing the Player is a thing of the past as well.

TOMES
Almost every single tome available since RSI has undergone a facelift. Rewritten to take advantage of all the changes in the new version, tomes now have wandering monsters, camp areas, and increased playing areas. For example, the original Dragon Merchant tome was a quick sample tome to catch and trap a dragon. Now the tome has a redesigned town map, more encounters, and a realistic set of NPC’s instead of the generic library critters.

Combat
Several things were done to improve combat... Players now get to play with stats for their characters. On the Status page, there is a new section that lists all sorts of goodies like hit percentages, kills, tomes played, etc. There is also a new Combat log in the Log display that lists the hits and misses of melees. The infamous Combat Freeze bug is now a thing of the past. We have been hunting this bad boy for many versions now, finding causes here and there and this time we put the final nail in its coffin! Players now have access (through Shift +right-click on a monster) to view the capabilities of opponents. Not everything is in there, but you get a good idea of what you are facing. There is also a new Guard option which allows characters with some Action Points left to attack enemies that come within range. Speaking of Action Points: when the active creature has more than 20 left, the exact figure is displayed just after the AP globes. Also, at the end of combat, there used to be some confusion as to who was the active player. Well, no longer. Now whenever combat is finished, the active player’s name and the highlighted box agree on who is in the lead and doing the talking, searching, etc.... We also added in an ‘End conversation’ topic for "Can't ignore" creatures when they have no such topic, to prevent games from locking up.

Players, did you have trouble looking through a long list of skills for the one skill that you wanted? Now you can filter your skills list! See only spells, etc... And just for the ladies (and those guys who like to play female characters –you know who you are!), making a female character improved as well. Now, when you click on the female button during character creation, you switch to a screen of female graphics to choose! We updated the graphics library as well, adding in some sci-fi graphics, creature graphics, and character graphics.

Camp (Yes, CAMP!)
The biggest thing is -wait for it- the NEW CAMP BUTTON! The first topic new players ask about on the boards is HOW DO I @!#% CAMP! The "Camp" button makes its debut in this release, hopefully forever ending questions about how to camp. New statements Encounter.CanCamp and Map.CanCamp properties can be used by Creators to make it active or not. Creators can set whole maps for camping (such as an indoor residence, a small druid grove, etc...) or encounters (a safe rest area, room at the inn, etc...) as safe to camp within hostile areas. Creators can also set wandering monster encounters in supposedly safe maps by setting an encounter as ‘Danger’. "

587
Traditional Roguelikes (Turn Based) / UnReal World Version 3.12b released
« on: December 22, 2009, 12:40:19 PM »
Been a long time, but the man has been busy!   ;D

http://z3.invisionfree.com/UrW_forum/index.php?s=dcfcf341e94d0cfd2efe163a41ae0831&showtopic=1434  Changelog as it is massive.

588
Traditional Roguelikes (Turn Based) / Cavern for iPhone
« on: December 19, 2009, 08:51:49 PM »
http://www.soulinhki.com/cavern/

Cavern is a small dungeon crawler in the vein of genre classics like Rogue and Nethack - but not based on any existing roguelike. Completely built from scratch for the iPhone, Cavern features advanced dungeon generator mixing random and predefined content.

Original vintage game art by DeBray Bailey (Lost Dragon)

Cavern was full of ancient treasure which surface people mined to keep their high standard of living. Caves were populated by hostile forces of the underground but Mystery Object of the surface kept the evil weak with it's power. Somehow, creatures of the deep managed to steal the Mystery Object and took it to the deepest levels of the cavern. Now you, the Hero, must retrieve it before it is used against surface!

Features:

    * Completely original adventure, not a port or based on source of any other roguelike
    * Shops to buy equipment and sell treasure
    * Three characters to play:
          o Fighter : strong melee character.
          o Adventurer : specialises in bows.
          o Mystic : uses wands and scrolls.
    * 12 randomly generated dungeons
    * 5 Special levels you may end up in.
    * Over 35 different monsters.
    * Over 100 items to find.

Additional Features

    * Saves your exact game state when receiving call or switching to another app.
    * Local highscores
    * Enhanced smooth shadow on iPhone 3G S and latest 32/64GB iPod Touches
    * Juicy sound effects.

iPhone is really starting to ramp up the Roguelike population!

Yet another I hope for an eventual PC port of though...

589
Traditional Roguelikes (Turn Based) / Labyrinthica: The Quest of Lima!
« on: December 19, 2009, 01:05:23 PM »
http://www.pompipompi.net/

And lo, a new Indie Retail 2DActionRoguelike comes onto the scene out of nowhere.   Currently on sale for $12 versus $20  (very good deal).   Has a demo.

The trailer is very nifty(seriously, quite nice) and showcases some good elements like shield use and fighting while surrounded...lots of various nifty idea implemented thus far and the game is still under active development.

/goes to dig for $12 most likely

590
http://www.youtube.com/user/templeoftheroguelike

Yeah, finally got around to it.  Nothing pretty and nothing to it at the start, but that's how they all start.  Slash has been PM'd the login related stuff and I would presume will wrangle/delegate/plead/interact as is doable to get it situated.

It is stocked with all the dev related channel subscriptions I could think of off the top of my head, some being close enough so just roll with it.

From here, we use this topic to actively wrangle/deliberate content for it and the other stuff in the Livening topic as we as best able to as time goes on.  Obviously, subscribe to the thing, rate on videos, comment, and so on so newcomers aren't quite so scared/suspicious.

Charge into the sunset!   8)

591
Programming / Ridiculous amount of links for hopeful gamedev aid
« on: December 03, 2009, 02:59:55 AM »
http://www.neogaf.com/forum/showthread.php?t=381257

It is easier this way, probably....as my typing got pretty freaking long from working on this the past day or so very shortly after I said I had the first of some things in the works over in the Roguelike Renaissance topic.  Any suggestions from folk here that I missed and other folk haven't corrected thus far on?

592
Traditional Roguelikes (Turn Based) / Triangle Wizard R 7.04 released!
« on: December 02, 2009, 01:30:28 AM »
http://trianglewizard.webs.com/index.htm

-You can no longer access the Random Dungeon due to a Shrouded shrine or side-passage.
-Added some extra modding functionality.
-Modders can now force a particular artifact to drop at a certain level.
-Modders can now force a particular unique to spawn at a certain level.
-Added some item prefixes.
-Added the Dimensional and Circular shrines.
-Shrine to Brian now also takes several other things into account that were added lately (such as lowering enemy resistance, added spell damage).
-Added some new items.
-Added Call Familiar spell. The familiar can also use powerups and learn new spells along with the player. Thus the player may guide the familiar's development.
-You can now change the behaviour of summons and your familiar. Thus you can tell that pesky Evaporate Wall happy mage to stop casting spells.
-Spell info also shows finding chances now.
-You can now look at the spell list screen for another creature. For allies you can also select which spells they should and shouldn't cast.
-Added the Tidal Supremacy spell.
-Mouse over text now only be displayed when the cursor is above the target.
-In the creature examine screen (F2) you can now also press INS, END or PAGE UP over a creature to see the spellbook, change behaviour or give out items. Since the game is paused on the examine screen this allows for advanced tactics.
-Modified appearance of Fire Breath a little bit.
-Exam screen can now be used as a Tactics screen. You can select all creature under your control and gave them basic commands such as which creature to attack, where to move (for a strategic retreat) and even which spell to cast on which enemy creature (for spellcasters).
-You can also see what their current commands are, and in which direction the enemy troops are moving and which target they are attacking.
-Renamed the area where the Umbral Blot is found.
-The first section of wall created by the Raise Wall spell could never be spiked. This has been fixed.
-Creatures stuck in lava or water will now try to walk out most of the time.
-Valsharess can now cast Tidal Supremacy.
-Slowing or Haste-ing stationary creatures will no longer cause them to move.
-Druid may now start with either Geyser or Tidal Supremacy.
-Wizard has a 40% chance to start with Call Familiar instead of Spellmantle.
-Spellmantle can now be correctly dispelled using dispel magic when persistancy casting is active.
-Creatures being affected by the Fire Halo enchantment are now confident enough to walk over lava.
-Only 20% of all creatures will now speed up after a melee strike instead of 100%.
-A new unique creature and a few new traps.

Excellent gamechangers with the familiars and command structure.

593
Traditional Roguelikes (Turn Based) / Star Mass, a new sci-fi Roguelike
« on: December 01, 2009, 03:05:41 PM »
http://nulll-void.com/starmass/

First alpha release is out, as is a video that shows somewhat the gist of combat.

594
Traditional Roguelikes (Turn Based) / Xbox360Live getting 2 Roguelikes
« on: November 23, 2009, 04:01:40 PM »
http://tigsource.com/articles/2009/11/23/ascii-in-hd

This pretty well sums it up, Dungeon Adventure of course getting my particular nod due to my ASCII bewilderment with the other, ASCII Quest.

Really do hope for PC ports one day same as all these iPhone Roguelike projects.

595
Traditional Roguelikes (Turn Based) / Sword of Fargoal remake for iPhone!
« on: November 15, 2009, 05:30:31 PM »
http://toucharcade.com/2009/11/15/exclusive-look-at-sword-of-fargoal-remake-of-an-80s-classic/

FANTASTIC to see the original creator still at it with his chums after all these years.    8)  Seems like I'm going to keep wishing harder and harder for PC ports of all these iDevice Roguelikes as the months roll on.

Well priced too.

596
Traditional Roguelikes (Turn Based) / Deliantra Server 2.90 and Client 2.05
« on: November 13, 2009, 11:30:27 PM »
http://www.deliantra.net/index.html

Server:

    *   Licensing issues have been cleared up: The modifications done by the Deliantra development team are under Affero GPL. The remaining parts of the crossfire project are still under GPL.
    * Magic mapping on the world map has been enhanced with a flying bird.
    * Added maps:
          o lostwages and lorak (valdor/varsia) from cfextended.
          o added lostwages and celvear apartments to rent system.
          o closed guild houses, this is not scalable, ask your friendly dm instead.
          o troll canyon, pygmy forest, elven moon and temple of justice mapsets from crossfire, together with associated archetypes.
          o add extended region descriptions for some regions from crossfire.
          o all changes to mlab between 2006-08-01 and 2009-10-28 and most archetypes that go with them.
          o gotischerbereich from cfextended.
    * doors/containers can now use "match ..." expressions for the slaying field.
    * properly close client-side dialogue when the player is teleported away.
    * map-tags did not properly close it's database tables or wait for a quiescent state, causing memory corruption on reload.
    * fixed and improved many plurals in the archetypes.
    * bigchests are now properly non-unique, per_player and no_reset.
    * fly_high movement gives better los, ignoring blocksview.
    * added many more buildable marble floors.
    * major namespace cleanup: save 45kb by making functions static that were unnecessarily global.

Client:

The command completer algorithm has been improved by marcmagus. Thanks for the contribution! Also a small bugfix for a crash in the audio engine has been added.

In other words, things seem lively.   Be nice if we could get a posting presence on here or a Roguebasin page...

597
Off-topic (Locked) / Please help me plot a new PC
« on: November 11, 2009, 12:31:27 AM »
Plan is to order the bits from Newegg and have it ship in time for the Winter break to start school wise so my good friend will then have time to assemble it proper (he's done this before and all with no issues) before his teaching gig would start up again.

NOTHING can be salvaged from my current old PC...so this is a full tilt affair. Theoretical budget is $2000, but I really NEED to come as far under that as possible without runnign a risk of screwing myself over somehow. I've gone off the deep end somewhat in a nigh Quixotic fashion and am planning on starting up my own one-man game development, home based entity---so this is to be my effective workhorse of sorts. That said, STABILITY is of key value to me so things like overclocking and such are not really what I'm about. Considering this is my last bit of saved money from my last job, what money not spent on hardware is then in the software pool should it come down to some of the non free software out there just being too damn useful in a timely perspective to not get...and then in the startup fees and such pool from there.

Here's what I know I'm going to want so far, while the rest and particulars I'm unsure of.

-Dual monitors for a productivity boost as I need all the tricks I can muster. Would be nice if, in theory, could function as an HDTV equivalent for some manner of HD console somewhere in the future.
-Win 7 64...Ultimate I presume.
-In turn, 4 GB good RAM to make something of finally having access to 64
-Webcam of some sort, good/accurate Mouse, nice Microphone with a stand, keyboard that works/possibly glows. I haven't used a printer in years so probably not important
-Ability to burn DVDS to back things up at long last. I also have one of those WD My Book 750 GB external dealies, but still.
-Ability to make use of SD cards strikes me as potentially useful.
-Will play nice with my Cable internet

Otherwise on it, I've missed out quite a lot videogame wise these past several years so it'd be nice to be caught up and capable for some years to come now---not about maxing things/playing Crysis just running as intended. Likewise, I have interests in projects that would entail messing about with Saturn, Dreamcast, PS2/PSP, and Wii emulation so it would also be good if the power of the machine would allow me to again comfortably explore those avenues.

Thing go full tilt bonkers for me on Project Roguelike Renaissance and beyond with this PC folks, hence I'll also ask here to add to the list and see how things pan out advice wise.   I've precious little cash left, so I only get one crack at this barring some other kinda employment situation the likes I can't imagine working out in the very near future----this shall cast the dye.

598
Traditional Roguelikes (Turn Based) / Planes of Sedia 0.1.4.2
« on: November 05, 2009, 07:11:40 PM »
Planes of Sedia  0.1.4.2

Plains of Sedia is an integration of MUDs and Roguelike games. Plains of Sedia is also used as a D20 storytelling module. All campaigns as they take place are implemented into the game. Creation of the world of Urd in the game is implemented through it's open-source game engine also created in VB.NET that edits the databases in real-time as the game is in progress. The project has recently been ported and restarted.

A few features:

    * Dynamic weather pattern algorithm.
    * 69 unique weapon types.
    * 140 unique armor types.
    * Standard, magical, rare, unique, and legendary item qualities.
    * 141 unique weapon and armor material types.
    * 129 different wearable item enchantment types
    * 99 different environment types.
    * 10 different tradesguild types.
    * 71 different creature types.
    * 9 different creature archetypes.
    * 15 different character races.
    * 14 different character classes with 70 including prestiege.
    * 12 different citizenship types.
    * 8 different military rank types per each of the 5 main cities.
    * 5 different clans.
    * 13 different rodes to follow.

http://www.plos.isgreat.org/MainPage.html

Well, this should ultimately be pretty substantial should dev continue at a good clip.  Wasn't there somebody recently tinkering/decent at the vs 2008 vb.net slate of things around here?

599
Traditional Roguelikes (Turn Based) / PAPAKI 085 released
« on: November 04, 2009, 01:58:07 PM »
This is a new version I am working on, it is not complete (towns and villages are empty), but while I have not much time to add more things these days, I'll give it to you and see the changes.

Fixes:
* travel mode works ok now
* villages and towns added, but incopmlete
* added slot for ranged weapons
* you can throw potions against enemies('t' key)
* get a single item from the ground without menu

Added:
* gain level and skill training system
* rangers taunt too

http://papaki.blogspot.com/

More new active projects, the better!

600
Traditional Roguelikes (Turn Based) / Triangle Wizard R 7.03 released
« on: November 02, 2009, 02:45:39 AM »
Patch R 7.03 Notes:

-Lord of the Night now correctly gains a 10% cold damage bonus to all spells.
-Cost of identification is lowered.
-Added Rituals of Fate and Identification.
-Incantation powerups will no longer reset your spell level to level one if you have no storage in it. It will only do this when your storage is zero and your spell level is less than one.
-Class bonus is now detailed in the New Game menu.
-Fixed a bug where item suffixes would not work properly.
-Added the '77th Staff of Getter' unique item.

http://trianglewizard.webs.com/index.htm

Small, but potent update.  Next one will take a number of weeks, but aims to be larger once more.   ;D

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