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Messages - ekolis

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151
When compiling form source it works, and it really have a VERY interesting mechanics.

Thanks! :)

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Possibility to reposition party according to enemies is very fun, even though monsters are going to kill my mage no matter where he stands.

Yeah, maybe I didn't make the accuracy penalties for attacks at range severe enough... I thought a 1 in 3 chance of missing for each square out of range (and all monsters have range 1) was plenty... :/

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Also sometimes when casting a spell (Fireball and possibly Heal) game crashes with exception "collection has been modified and cannot be enumerated" (i've used "tip" source, not 7drl one, maybe thats the problem).

Hmm, that's odd; I haven't seen that before! The only change I made from the 7DRL version to tip thus far was adding the 7drl tag to the previous commit so I can keep track of where I was at the end of the challenge, though. So the code itself should be identical.

The "collection has been modified" thing basically means that I was trying to modify some collection of objects while I was looping over it, so the looping operation failed. I could see this happening with a fireball spell (looping over group of monsters and one of them dies), but not with a healing spell. Guess I'll have to take a snapshot of the state of the collection and loop over that instead...

If you have a Bitbucket account, would you mind filing an issue on the repo? Not sure when I'll get around to fixing these bugs, but it wouldn't hurt to have them logged in case I do decide to go back and fix them :) If you don't have a Bitbucket account, that's fine; I can file it myself.

152
Hmm, this might be a good way to get my little sister into roguelikes... Brogue's pretty easy to pick up, and she loves playing games on my mom's iPad!

153
Traditional Roguelikes (Turn Based) / Re: Possession - 7DRL Success
« on: March 22, 2013, 04:59:20 AM »
In this game you play as a ghost escaped from the Nether Regions

So you play as a fart?

Sorry, couldn't resist! :D

Seriously though, sounds interesting. Reminds me of old-school Posband, before the focus on playable monster races instead of actual possessors...

154
7DRLs / Re: A ton of quick 7DRL looks
« on: March 22, 2013, 04:48:44 AM »
Thanks! And glad you got my game to work, too - I was worried when I started reading that you'd have trouble running it, as some others have had!

155
Temple of the Roguelike / Re: Moving away from BlueHost
« on: March 21, 2013, 04:48:48 PM »
Minor nitpick, but I'd probably swap the "Hello! yourusername" bit in the header with the "Unread posts, show new replies" - since the Hello is boxed and the Unread is not, it seems that it would be more aesthetically pleasing to have the Hello at the border, boxing the header, rather than floating at this semi-random point in space.

156
I forgot to change the default runtime from 4.5. You can try installing 4.5, or if you can't, go ahead and compile it from source.

157
Temple of the Roguelike / Re: Moving away from BlueHost
« on: March 20, 2013, 03:04:43 PM »
Well, this forum color scheme is pretty good, too :) Though the header is rather tall for my tastes... why do I have to do so much scrolling?!

158
Temple of the Roguelike / Re: Moving away from BlueHost
« on: March 20, 2013, 01:05:57 PM »
Aww, I like the new forum color scheme :(

159
Temple of the Roguelike / Re: 7DRL subforum
« on: March 20, 2013, 01:05:15 PM »
Is it possible for each of us who posted a 7DRL topic in the existing forums to go and move it to where it needs to be now? Or will you have to do that yourself?

160
Temple of the Roguelike / Re: 7DRL subforum
« on: March 20, 2013, 01:30:06 AM »
Maybe it would go more appropriately under Development? 7DRL's aren't usually the types of games that have a high playtime to devtime ratio...

161
Other Announcements / Re: Any Party/Turnbased Roguelikes?
« on: March 20, 2013, 01:15:22 AM »
There's Guild, which IIRC is a party-based Angband variant. Hasn't seen development in a while, though... :(

Funny you mention party-based roguelikes, because I actually did one for the 7DRL challenge! :)

http://forums.roguetemple.com/index.php?topic=3141.0

162
No, there are no data files required. No idea what the text says, since it seems to be in Russian. Perhaps you need a newer version of the .NET framework?

163
Yes, I have seen 7drl.org. I was going to post my progress there instead of on my own blog, but the site was so slooooooow this year :(

And it looks like folks are spamming the Announcements forum here with posts on their 7DRLs, so mission accomplished, I guess? ;)

164
Fine, I'll make a thread - nobody seems to be playing my game, and I'd like to get some feedback! :P

Here's the game:
http://edkolis.exofire.net/triquest.php

And source code in case you're interested:
https://bitbucket.org/ekolis/triquest

I did get one person to try it, but he got this error saying that it's not a valid Win32 executable or something... he's running Windows XP, so maybe you have to compile it against an earlier version of .NET or something? I tried it in Mono to see if that would work, but it just exited without displaying the game window! I've seen that happen before, but I can't remember what caused it... have to dig around in commit logs for that other project!

165
Programming / Re: Structured Enemy Design
« on: March 16, 2013, 09:27:03 PM »
Why not get rid of the "power curve" entirely? Sure, it feels good to level up, but if leveling up only means you're keeping up with the Joneses (or the Grimtooths or whatever), what's the point? Instead, design the game so that progression comes primarily from player skill and learning new abilities, and generic "stat boosts" are few and far between? An example of this type of game is the original Legend of Zelda. Sure, you have the blue and red rings which reduce damage, and the heart containers which increase life, and the three swords of varying attack strength, but most of the progress you make comes either from studying your enemies and learning to fight them better, and also from learning new unique abilities by acquiring items such as the boomerang (now I can stun enemies!) bow (now I can damage enemies at range!)

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