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Messages - Aukustus

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16
Hmm, I need to test this again with a new virtual machine since I plan to release a native linux build at some point.

I recall there was a runtime error (which was fixed by installing sdl2-dev) when I tried to run the game on another linux installation.

17
It might be related to libtcod using sdl2 nowadays. I wonder if the original sdl is preinstalled but not that one.

18
My experience with pyinstaller on linux has also been positive, though with libtcod at least it requires that the player has sdl installed separately.

19
Aukustus, I've had the wantings to remake my Veins in Python, what did you use to compile the .exe? That was the part that utterly baffled me a couple months ago when I first attempted it...

I use py2exe, it works very nicely out of the box. You have to set up a separate python script that uses py2exe functions to compile it. I can share the script if you wish to try it yourself.

20
Stable 14 released! http://www.thetempleoftorment.net/

Changelog:

Code: [Select]
    Previous saves will not work!

    **Important**
        Talent and Deity Talent keys are moved to F1-F6 and F12 respectively
        Resting is changed so that 'r' does the full rest and there's no short rest anymore
    *************
   
    ! = major
    * = minor
    - = less than minor
   
    --Highlights--
    ! Different Game Modes; ability to play the game without any open world RPG features
    ! Improved shops
    ! Improved keyboard targeting
    ! Improved Talent/Deity Talent prompt confirmations
    ! Improved party members
    ! Larger inventory
    ! Improved weapon Quality system
    ! Furniture for inns and temples
    ! Upgraded libtcod to 1.6.3 from 1.5.2
   
    Bugs, mistakes and missing things
    ! Fixed a bug where a monster could be found in an unexplored area with cursor
    ! Fixed a bug in the console where moving across rows cleared the command
    * Fixed a bug where the menu row selector tile was missing in the smallest ASCII font
    * Moved Relgadur's Farm to the other side of the river since demons west of the river doesn't make sense
    * Warlord was missing mounted graphic, the horse did work though
    * Gloves of Expertise from the shops now increases ranged accuracy too
    * Fixed chainmails dropping twice
    * Fixed a bug with melee distance targeting going out of reach
    * Fixed erroneus text when buying firearms that referred them being -5 THB when they really aren't
    * Fixed multiple missing ASCII spell effects
    * Fixed traps being displayed with wrong color with ASCII mode, giving them away
    * Fixed ASCII mode UI mana bottle interior color when not at full mana
    - Fixed a minor harmless bug when praying inside a deity's realm
    - Multiple minor non-serious bug fixes

    General
    ! Game Modes are added: Open World Mode is the same as previous games, but added Single Dungeon mode which is only the main dungeon from the game
    ! Inventory slots increased to 28 from 25
    ! Keyboard targeting can be accepted also with the initiated key: for example press 'f' to begin targeting an arrow, and 'f' again to accept the target
    ! Vi keys are supported for keyboard targeting
    ! Removed Phase Traps that send deeper into the dungeon
    ! Wells and Fountains open a dialog instead of starting the action immediately
    ! Removed short rest, the full rest is now used by 'r' key
    ! Improved Error Reporting
    ! Ability to fill waterskins also from the Corrupted Well, it's stupid, but implemented for interactivity reasons
    ! Ability to accept targeting with 'f' when firing missiles
    ! Added tables and chairs to inns and temples
    ! Upgraded libtcod to 1.6.3 from 1.5.2
    * Selecting "No" when prompted to abandon the hero will save the game also
    * Players start with also 2 Lantern oils
    * Autoexplore is optimized to be literally 100x faster
    - Items are grouped by 7 instead of 5 to fit the 28 limit in the inventory
   
    Talents
    ! Moved Talent keys from 1-6 to F1-F6 to fix numpad movement regardless of what the numlock is set to 
    ! Moved Deity Talent key from 0 to F12
    ! Talents casting can be confirmed with the Talent key too   
    ! Deity Talents can be confirmed with the Deity Talent key too   
   
    Options
    ! Ability to disable talent confirmations, pressing the talent key directly starts using the talent
    - Cleaned the configuration file   

    Monsters
    * Nerfed Curwen slightly
    * Nerfed Witches slightly

    Spells
    * Freeze effects last one turn less

    Religion
    * Piety fades slower

    Party
    * Ability to decide the distance the party members keep from the players

    Traits
    * Doubled the amount of Gold received from the Noble trait
   
    Shops
    ! Equipment bought from a shop now disappears from its selection, in the case of unique items, they can be bought only once, and will never reappear in the shops
    ! Smiths no longer sell unique items, instead a single merchant in Westerfall does it
    ! New Shop in Westerfall: Timeless Relics, sells unique items
    ! Shops refresh their stocks once a week on "mondays" at 8 am instead of every day at 8 am
    * New unique items added for sale for the captain's shop

    Items
    ! All unique weapons are +4
    ! Items have "Broken", "Damaged", "Fine", and "Superior" Qualities instead of just "Damaged" and "Superior", and they range from -2 to +2 instead of -1 to +1
    ! Firearms can spawn inside the main dungeon
    ! Firearms become Constitution based; Muskets require 3 Constitution, Pistols 0 Constitution
    ! Filling Waterskins is done through wells/fountains instead of using the Empty Waterskin
    ! Added Dictionaries to the loot table in the main dungeon
    * Firearms have qualities too
    * Item Qualities affect the sell values more than previously
    * Spears become one-handed
    - Missiles spawn more often inside the main dungeon

    Areas
    * Added a fountain to Undershire, mostly for getting water

21
Stable 13 Released! http://www.thetempleoftorment.net

Changes:
Code: [Select]
Previous saves will not work!

--Highlights--
* New Class: Warlord: melee class
* New Class: Alchemist: ranged class
* Alternative Ending
* Thrown Weapons
* Improved Manual
* Ability to convert from Hardcore to Standard upon death and continue
* Sleeping
* Improved Party Members
* Mercenaries
* Automatic Bug Reporting

Bugs, mistakes and missing things
* Spell Penetration no longer affects Deity Talents since they are not actually cast by the *player*
* It is no longer possible to sell an equipped cursed item to smiths to get rid of it
* Cursed items are properly renamed to display (Cursed) before the name when identifying cursedness with altars
* Fixed Poison Cloud's Damage and Resist chances
* Fixed Poison Cloud's effect on the player
* Ranged Accuracy from skills didn't work at all
* It is no longer possible to die of starvation/dehydration when passing out from alcohol
* Fixed bugs with Sylwan's and Melisath's Armor Class being lower than intended
* Fixed party placement crashes
* Fixed a bug in Monk' Peace of Mind
* Fixed bug where difficulty levels did not affect at all the monster Damage Reductions
* Fixed a crash with Sylwan's death
- Smiths no longer recognize cursed unequipped unidentified items
- Fixed the turn description of the Monk's Pain Tolerance
- Fixed a bug in the character screen when non-compatible ammo increases displayed damage
- Fixed some missing "You are about to exit" messages
- Fixed a bug when too many doors spawned around vaults

General
* New Class: Warlord; a melee class
* New Class: Alchemist; a ranged class
* New Ending: this one's slightly hidden and tricky to achieve
* To Hit Bonus is gained every 10 levels instead of every 6
* Ability to sleep at inns (with half the regular food/water consumption rate) to gain a time limited "Well Rested" bonus that gives +25% XP
* It's possible to convert a dead Hardcore character to a Standard character and continue playing upon death
* Added automatic bug reporting if Online Features are enabled
- Overencumberment prevents movement at 150% of carrying limit instead of 200%
- Base carrying limit is 40 kg instead of 50 kg
- A message is shown when trying to do something when confused/stunned/frozen

Party Members
* Allies are capable of using their own healing potions to heal themselves
* Added mercenaries that function like the "normal" party members, minus all the dialogues

Quests
* Side quests are added by killing bosses instead of entering the next section

Manual
* Added details about character generation
* Added Tips

Items
* Dual Attribute weapons: currently used in Thrown weapons by requiring both Strength and Dexterity and both increasing damage
* Throwing Dagger: a 1d4 thrown weapon
* Throwing Axe: a 1d8 thrown weapon
* Javelin: a 1d12 thrown weapon

Talents
* Healing Powder is instantly used instead of being an item for later use
- Paladin's Holy Shield has a different tile

Attributes
* Intelligence affects potion brew chance

Alchemy
* Brewing potions can also fail, there's 65% base chance to succeed, with every point in Intelligence giving additional 5%
* More reagents from plants

Monsters
* Monsters capable of cursing items now curse only equipped items

Religion
* Praying quenches thirst if dehydrating

22
Programming / Re: Packaging a python script as an executable
« on: January 20, 2017, 03:17:54 PM »
Exe compilation is undoubtedly the only real way of doing Python game development on Windows.

23
Just created a subreddit for this: https://www.reddit.com/r/TToT/

Still pretty dead but hopefully it'll launch some discussions regarding the game!

24
Just curious, why did you think it's impossible to write a roguelike in python?

For no reason. I played ToT, went to some kind of forest and in ruins met a pixie which required me to use both of my healing potions, but I still died after that fighting a.. bee, I think it was a bee or ant? I didn't like menus, because select is Return key. It should be Space obviously, or both of them as select. The game feels 90's old school in a good and bad way, mainly bad as tacky UI. The game is also a bit slow in my 5 year old low cost dual core PC, but it was expected from python which is super slow language. I'm probably going to play it more, it wasn't that bad.

I can definitely enable space as a select key too. The 90's old school feel is definitely intended. I'm aware of some performance issues in lower-end computers, though how much of the slowness is from my code or Python, I've got no idea.

25
Because it isn't smart enough.

So the ToT .exe doesn't have any viruses? I'm hesitating to run it. The reason I wanted to try was that ToT is I think the only existing roguelike written in python. URR is also, but it's not yet a game I think? Anyway I had thought that it was impossible to write a roguelike in python, but I guess everything is possible.

It's definitely safe. It isn't only roguelike in Python, but I guess it's the most successful so far. How much of a game URR will be is to be seen.

26
Why does Windows 10 smartscreen stop running this game?

Because it isn't smart enough.

27
Is it possible to have a single font (ttf or bitmap) but print chars from it different sizes? I've been planning an ascii system that has double sized chars in the game screen but regular in the text.

28
I've been fiddling with bitmap fonts in C# and there's a fairly interesting effect when using bitmap font without specifying size. It opens a white full screen sized window and nothing else.

Also, are http://roguecentral.org/doryen/data/libtcod/doc/1.5.1/html2/console_set_custom_font.html?c=false&cpp=true&cs=false&py=false&lua=false TCOD layouted fonts supported?

29
Other Announcements / Re: Jupiter Hell - Update THE KICKSTARTER IS LIVE!
« on: November 19, 2016, 10:30:20 PM »
According to Kisielewicz, the developers of Doom were very supportive of even the DoomRl.

30
I think that decision about spending turns is right. I know why you wanted to spending turn on almost every action. It was interesting concept, but it had some flaws - like lack of warning messages in specific situations. I remember when I was fighting with frozen mage (or something similar, just magician with freeze spell) and I had small HP. So, I was trying to open inventory, and it fails every time - I didn't notice that I'm freezed and using *i* key was spending turn. Just thought that something broke and try to run inventory again and again... Then, I died. I was fricking free frag :D
Not the big complain (especially if you changed this), just small story which your post reminds me :)

That actually still spends a turn, since you're frozen you cannot do anything so every action will spend turns until the effect fades. But there isn't a message about this when acting fails because of some status effect. There's just a general "You are frozen" or something like that but not a message when something fails. I'll add that

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