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Messages - ekolis

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106
Programming / Re: Screenies of my cave generating algorythm
« on: July 17, 2013, 07:09:32 PM »
Hmm. These "caves" are more like valleys or canyons, then? Since (if I'm reading it right), there's no way to have an empty tile beneath a solid tile...

Also, is it intentional that each screenshot shows several disconnected "cave" systems?

107
Other Announcements / Re: Reviving the Roguelike Magazine
« on: July 15, 2013, 12:14:47 AM »
I don't think you screwed anything up, apart from the early deadline, which you promptly fixed. I think it's just that writing an article is much more intimidating to people than just posting on a discussion forum like this one, because it implies that the person writing is an "expert" in some fashion, and is thus expected to have superior knowledge to instill upon the masses...

108
Development Process & non-technical / Re: Got time for a joke?
« on: July 13, 2013, 09:16:45 PM »
Oh, was it supposed to be a *dirty* joke? I totally missed looking at it that way... no wonder I didn't get it!

109
Challenges / Re: What is 10Bar Roguelike and Random Chance running?
« on: July 13, 2013, 09:15:46 PM »
I assume those are names of entries in the 7DRL challenge...

110
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 13, 2013, 01:34:30 AM »
Oh, if we're doing feature requests, how about icons for ID'd potions/scrolls (like in Crawl) so you can tell what each one does without having to tap it or remember that orange = healing this game?

111
The Roguebasin / Re: It's getting pretty bad on Rogue Basin
« on: July 11, 2013, 04:44:16 PM »
How would these moderators know whether an account is a spambot until said account attempts to make an edit? At which point it's too late for moderation to have any effect - then it's just cleaning up after the spambots again!

(I guess we could require correspondence between the new user and the moderator, e.g. "send me an email before I approve your account")...

112
Other Announcements / Re: Why I Dislike Roguelikes
« on: July 05, 2013, 11:54:38 PM »
Sorry to burst your bubble, but roguelikes are Skinner boxes, too. It's just that instead of in-game loot you're grinding for, it's knowledge of the inner workings of the game, the better to win NEXT time...

113
Other Announcements / Re: Why I Dislike Addictive Games
« on: July 05, 2013, 11:52:39 PM »
Roguelikes are not Skinner boxes too? The only difference is in a roguelike, your character dies, but the same mechanic of grinding (this time for knowledge of the game mechanics, not for XP or gold or ph4t l3wt) is still there...

114
Programming / Re: Roguelike with combinable themes
« on: July 05, 2013, 11:47:49 PM »
a sci-fi world that happens to have elves.

Fascinating. Illogical, but fascinating. </spock> ;)

115
Programming / Re: .ttf files
« on: July 05, 2013, 11:45:59 PM »
TTF files aren't bitmap fonts, that I know of. They're all vector fonts. So saying that a character would occupy "exactly 16x16 pixels" is rather meaningless. You could look for one with a 1:1 aspect ratio, though... or use padding and/or stretching to make them fit, as I suggested earlier.

116
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 05, 2013, 11:40:52 PM »
Another topic that's been covered, having the entire game in a single thread really stinks.

You can only reforge a sword/wand that is upgraded to +1 or more. Beware that further upgrades won't be reforged, you only get +1 on the target. There is no risk of disenchanting your weapon this way though.

Sorry, I just wanted to clarify my previous post on the issue with a screenshot, and bring the issue up again since nobody else seemed to be having any trouble with it.

So in order to reforge my sword, I first need to upgrade it with a Scroll of Upgrade? I thought reforging was a property unique to the warrior's starting shortsword, not something you could do with any sword, or with a wand. It only works with swords and wands, though? And is it the mage who can reforge wands, or the warrior, or everyone can reforge everything?

117
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: July 04, 2013, 11:01:29 PM »
I'm guessing seeds can be planted (by throwing, not dropping them, oddly) to lay "traps" for enemies. At least that's what their descriptions seem to imply...

I still can't reforge my short sword as a Warrior, by the way. I was a while back, but I haven't been able to recently. I have a screenshot:

https://plus.google.com/103216814673254207286/posts/E8EJFfbM8jj

Perhaps some UI change pushed the "reforge" button off the bottom of the window on my device?

118
Programming / Re: Making a one dimensional roguelike interesting.
« on: July 04, 2013, 04:05:33 PM »
Wasn't someone one #rgrd working on a 1D roguelike where the @ was controlled by an AI and players could view the map via IRC? Was that one of you guys?

119
Programming / Re: .ttf files
« on: July 04, 2013, 04:03:15 PM »
Maybe you could stretch the font somehow? Like, render it to a bitmap at whatever size you need, and stretch the bitmap?

120
You need an option for "Possible, but good luck finishing within your lifetime" :P

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