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Early Dev / Re: The Temple of Torment
« on: January 19, 2014, 02:00:24 PM »
Fixed. I copypasted it wrong.
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That looks nice. Sadly I'm crappy programmer so that's kinda out of question.I guess I don't have any other choice with libtcod since the font and tileset are the same file. As far as I know there isn't any other options if libtcod is used. 16x10 font file could be also used but then the same tiles wouldn't work any more.Not necessarily, there's a workaround that you can use to use, for instance, 16x16 font for the map and then use 8x16 for the text but it's a bit of a hack and takes a bit of mucking around. For instance:
Edit: I think the best thing to do is to select a font that uses the 16x16 space best.
Like for example Bisasams dwarf fortress font. Not that I'd use this if people thinks this is ugly but this makes less wide spaces between characters https://dl.dropboxusercontent.com/u/95372567/fonttest.png
http://theburningplague.blogspot.com.au/2013/09/improved-map-display.html
Aren't lockpicks normally reusable?
Why is it necessary or desirable for your ability to operate a crossbow to have anything to do with your ability to bypass a lock? There are already literally thousands of games with the same set of stats that do the same kinds of things. Let's try out some different concepts.
My suggestions were given based on the system that I thought Aukustus was planning to use. In his original post, Aukustus only mentioned 3 attributes. He did not make any reference to skills or other modifiers (except equipment). So, I made the assumption that he wanted all PC abilities to be derived only from those 3 attributes and equips. Maybe that assumption was incorrect, but based on the context that he gave, I think it was a fairly rational one.
How were you planning to determine the PC's ability to perform actions like lock picking, Aukustus?