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Messages - LazyCat

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Squeeealer, I see you set some records at

That server will be down in a week or so. Use this this link instead:

It's a new Amazon server I found, pretty good and free for a whole year, so that a new home and where the game will stay.

You sure you want all this critical feedback?  ;D

Of course, don't hold back.

LazyCat - it may be the wand of drain life that needs help.  I had the experience again today of trying to zap an enemy, but instead of letting me choose which direction to zap, it did so automatically as I clicked on the Zap button associated with that wand. Pretty sure my HP dropped from 38 to 19, so that's why I'm thinking drain life.

Yes, wand of drain doesn't need direction, it effects the whole area (room), so it activates as soon as you click zap. And also, unlike other wands it shows this animation:


Is there a repeat function?  Like if I'm shooting a Leprechaun in a dark room, I cannot right-click on the L because I can no longer see him.

Hah! Of course you can not see him... it's dark. But you can still click on him if you estimate where he moves. It's a shot in the dark, you see? This mechanics just emerged by itself without my intention, and I think it's quite fitting.

I'm having to select arrows, choose shoot, then find the approximate space that will shoot the arrow in the direction of the L. Then repeat, repeat, repeat, repeat, repeat.

You only need to click exactly on a monster when you are using right-mouse click shortcut, which shoots arrows automatically if bow is equipped, or throws shurikens/daggers/darts if bow is not equipped.

If you do it manually, by selecting arrows from the inventory column and clicking SHOOT button, then you do not need to click on a monster exactly, but anywhere in its direction. Yes, shooting arrows manually can be tiresome, so the idea is to keep using right-click shortcut auto-shoot and estimate where the monster moved in the dark, which strangely is quite realistic.

In general, I'm having trouble moving as precisely as I do with the keyboard. It can be hard to click on a specific "."  Also, I noticed when I want to move diagonally I can only do so one space at a time. If I click my destination it takes me the long way around. Not saying it should be changed, but it is a shortcoming. Precision is sometimes the difference between life and death, even when moving one space.

Hmm, that surprises me. I have zero problems and find moving with mouse works perfectly. Perhaps I should record a video, or you could record a video if you like, so we can figure out what is it we are doing differently.

So the mouse sped things up a great deal without detracting from gameplay very much. I think it's an awesome addition.

Thank you for your input. Some people, to my great surprise, still prefer keyboard. It's good to know I am not the only one who finds mouse input is actually improvement.

The latest Web version looks neat.  But I think you have an off-by-one error somewhere in the mouse click processing.  There was an Emu on my left, and when I clicked on it, I rested.  I had to click two cells to the left to hit the Emu.  When I click on my @ sign, I move right.

You are right, it's as if mouse sees characters shifted few pixels down and to the left, for some reason. Thanks for that.

Looking at your bitbucket link I saw you mentioned webtty, and when googled about it I stumbled upon tty.js, which is what I ended up using.

I notice you have wisely password-protected the shell escape feature.

I don't think the security is actually an issue, but the real hole seems to be 'scp'. How do you allow ssh access and yet deny scp file transfer?

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 29, 2016, 03:46:18 AM »
Is there a way to fast move with the arrow keys?  I don't like hjkl.

Shift and Ctrl modifiers seem to work only with hjkl. To make situation worse it is not possible to just hold a key for continuous movement as the strokes will get recorded in the keyboard buffer and make your character move after you release the key and past the point where you wanted to stop

From what I've seen I like this one better mechanically.

Mechanically Rogue+ is far superior, or so it is intended to be. For what takes several key presses, and usually switching from map to inventory screen, and back, it can be achieved with only two mouse clicks. Also, you always move fast and usually can go where you want with a single click, which with keyboard could require pressing different directional keys plus changes in holding/releasing of shift/ctrl key.

As I am putting final touches on it any feedback is valuable, so I'd like to encourage you to try it out and let me know what you think in this thread here:

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 28, 2016, 11:38:54 PM »
I'm currently playing the IBM port of 1.1.  Is there any particular reason to prefer another version over this one?

You have Elwin's Roguelike Gallery:

The reason to play there, version 5.4.5 over Epyx version is because everyone else is playing that, and also the scoreboard is online, so your efforts will get recorded for everyone to see, if sufficiently good, which makes playing the game more meaningful.

And there is Rogue+:

It's 5.4.5 with fully mouse driven interface. The reason to play that one is because it's more enjoyable and relaxed, also much faster to play with mouse. Plus the scoreboard is online as well, so you can compete with the rest of the world.

More notes:

When I key "e" to eat and then * to select an item to eat, either the game freezes or nothing happens.

Press 'e' then press 'shift' + '8', then press 'space' to exit inventory screen, and then finally press a letter allocated to food.... that's four key strokes! With mouse it's two clicks: click food, click eat.

Mouse input uses its own new functions. Old keyboard input is not supposed to be used, it's completely untested with this new functionality flow of mouse input and it's actually scheduled for removal.

Apparently there aren't specific scrolls of identify, but when I use the keyboard to read a scroll of identify, then select * to see the list of things I can identify, only potions appear on that list.  My other items did not.

Yes, like in Mac and Atari version there is only one type of ID scroll, a general one, which can be applied to ID either armor, weapon, ring or wand.

Perhaps I should preserve keyboard input rather than removing it, but at this point I can only say - don't use keyboard. There is already a whole inventory listed on the right hand side of the screen. No need to list anything, just click an item and then click 'Identify' button.

My last run ended by a death to a Venus Flytrap. It took me from my max HP of 48 to -2. That was a little unusual. My equipment was decent with a long sword with one enchantment and an armor class 6. Since the Venus Flytrap was flawed somehow at one point in elwin's version, perhaps it just functions differently across different versions and I'm just not used to it.

Rogue+ is updated to match Elwin's latest version, which includes modifications to Venus Flytrap. In the course of my testing I've beaten about dozen of them with no problem at all, so I guess it was just a bad luck in your run.

I was sandwiched between a Bat and a Rattlesnake. I wanted to test my staff against the Rattlesnake. When I clicked on my staff and then clicked Zap, it zapped the Bat. What did I need to do to ensure it would go the direction I wanted it to?

When you click button Zap (or Throw, or Shoot) it asks you "Which direction?", then you to click on the monster or anywhere in its general direction on the map relative to your character.

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 28, 2016, 03:40:07 AM »
The bug I mentioned with hallucination and levitation is fixed now.

Is this available for download? Where do you keep most recent version? It seems download from rlgallery is different than the one on bitbucket.

Classic Roguelikes / Re: Rogue - let's beat it
« on: July 28, 2016, 02:12:09 AM »
***Almost forgot - the most frustrating part of this run was how poor my... hit% (?) was. Against the tougher enemies I would miss over and over again. My experience level was about right and my strength was in the 15-17 range, so I don't know what the problem was.

+A, +B weapon

First enchant parameter (A) increases chance to hit, second (B) increases damage. With no enchants your weapons would have their default chance to hit %, which is apparently quite poor against deeper level monsters. Factors that influence chance to hit are: weapon chance to hit, your strength, and monster's armor.

Question about the spear - is it supposed to be a more powerful projectile weapon than the others?

Spear is 2d3 (2-6) melee and 1d6 (1-6) thrown. Shuriken is the best throwing weapon 2d4 (2-8). Arrows with bow are 2d3 (2-6). Darts 1d3 (1-3). Daggers 1d4 (1-4). That's just damage, not sure about chance to hit %, possibly the same.

Code: [Select]
    { "2x4", "1x3", /* Mace */
    { "3x4", "1x2", /* Long sword */
    { "1x1", "1x1", /* Bow */
    { "1x1", "2x3", /* Arrow */
    { "1x6", "1x4", /* Dagger */
    { "4x4", "1x2", /* 2h sword */
    { "1x1", "1x3", /* Dart */
    { "1x2", "2x4", /* Shuriken */
    { "2x3", "1x6", /* Spear */

First column is melee, second is thrown. By the way, in Rogue+ when a weapon is selected it shows this damage info, like this: "A +1, +1 mace [2-9]". If it is not identified it shows its base damage, like this: "A mace [2-8?]".

Thank you for your input, much appreciated.

Played some today. Because I'm so accustomed to using the keyboard, I found navigating with the mouse to be very cumbersome, but I can see how it would be helpful or more attractive to a newcomer.

After playing with keyboard for more than a year I guess you are indeed very accustomed to it. Still, it's how it works on Mac and Atari, so after a few games I expect you would be completely used to mouse controls and actually prefer it.

Tip: you don't need to click exactly where you want to move, but only at general direction and the game will automatically stop at doors and before bumping into monsters. Usually you want to click further away, so when you fight monsters for example don't click on them, but anywhere behind them, unless you want to shoot arrows or throw daggers/shurikens, in which case you do need to right-click on a monster exactly.

When I was testing potions I quaffed a potion of monster detection. It prompted me with, "Heh." I thought that was weird.

I've added little messages like that where there were none, so when there is no visual effect on the screen after using a magic item the user still gets some feedback the action (read/quaff) was actually performed.

I started typing monster detect and keying the m made something pop up that said, "magick". I could at that point key in my label.

So when when you read a scroll or quaff a potion that is not automatically identified, first you get a message about the effect, like "your hands start glowing red". The game then pauses (blinking cursor) waiting for acknowledgment to make sure you have read the message, and then after your click mouse/press a key, it prompts you to name that potion/scroll you've just used.

I quit using the mouse for moving around at some point, but used the mouse for occasional actions. On Floor 5 my game locked up. Not sure if the game had an issue or if my internet connection had a hiccup or what. I was using the keyboard to eat a ration.

Possibly I was uploading a new version. If it happens again let me know what were you doing last few turns, like you did now. In any case, I think your game was saved, so if you start a new game with the same name it should restore to the point where it broke off.

Play in a browser:

Is there anyone who can beat my record?

This is pretty cool. I like how it looks. One request would be if you could be taken back to a main menu after death in order to start a new game rather than having the game automatically terminate after death and having to restart the program again.

That's how it works through SSH. Anyway, thank you for your input, I'll address that by providing batch/script file to start the game.  In the meantime you can do this yourself:

- make "run.bat" file in GAME folder:
Code: [Select]
GOTO label1

- in outside (Release) folder edit "play-rogue" shortcut properties, Target: %COMSPEC%  /C GAME\run.bat

- make "play-rogue" bash script in the game folder:
Code: [Select]
while [ $? -ne 9 ]; do

Also, numlock has to be turned off in order to use the number pad which is the opposite of normal and doesnt register pressing the enter key on the number pad.

Hey, you are supposed to use mouse!

Polish, polish, polish, testing, testing, testing... new version online, first post updated with the download link.

Traditional Roguelikes (Turn Based) / Re: Brogue-AUDIO (1.7.4)
« on: July 19, 2016, 08:50:35 PM »
I was using Page Up/Down to adjust window size, but that would kill the audio. So I tried using ALT+Enter to maximize and that worked just fine and kept the audio. I'll have to see if it's easy to ESC out of that to check something, then go back to the game and re-maximize without affecting audio.

Good. Alt+Enter will switch both in and out of full-screen.

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