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Messages - CaptainKraft

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46
I recently picked this game up and I like it a lot. I haven't gotten far yet, but I'll keep trying. Good work

47
I'm looking around for games that implement some sort of reputation system and it looks like you have a bit of that in Anamnesis. What is your system like and do you think it adds a lot to the game?

48
Wow, you work fast! It's really cool to see a community like this.

49
Crazy ass ascii art?! I will definitely check this one out.

50
I only poked around for a few minutes, but the graphics look great. I'm not generally a 3d kinda guy, but I like your style.

51
Programming / Re: A guide to using a scripting language in games
« on: March 14, 2014, 01:37:29 AM »
This is something I'd like to get into someday as well, but sadly I can't help you out quite yet.

However, I recently was recommended to check out Moai for game development which uses C++ w/ Lua scripting. Looking over their docs might be a good way to dive in and figure out how this stuff works.

Sorry I can't be of more help. Hopefully this is helpful.

52
I tried out the game. It runs great on my machine. I'm running 64 bit Manjaro w/ Openbox. It gets pretty intense when multiple enemies are coming at you. Also, the low visibility because of the many corridors is great. I got surprised a lot and it made for a really tense play. I like it.

53
Hi guys! I just wanted to tell you all that I'm going to be releasing the beta and starting the steam greenlight process this weekend!  The game will also be available for purchase at the same time - Saturday, March 15. I have a lot more information about this on reddit, here.  I'm excited!

This is very cool. I hope everything goes really well for you. Make sure you drop in a link to Greenlight so we can give you some love when it goes live.

54
Programming / Re: Where to start?
« on: March 13, 2014, 12:25:34 AM »
If your thinking about "where to start" involves musing over whether you need to learn a new programming language, you're light years away from doing anything serious with computers (although I'm sure you can find people who will tell you writing a roguelike game doesn't qualify on that count). You need to find an excuse to write a real program (something at least several thousand lines long that performs a commensurately nontrivial task), maybe something for school or whatever. When you're done with that, you'll be able to decide what more, if anything, you need to know to be able to program a roguelike game or something like one.

As a computer science student I'd like to advise against this*. You will definitely learn a lot when writing "real programs" or learning via college courses, but you won't be learning how to make games. In fact, you will learn a lot of things that are either completely useless in making games or detrimental when making games. If you want to learn to make games, there is only one way to do that: make games.

*My advice is given in a black and white format but there are always exceptions. I just don't want you to think that you need a college course or that you need to write generic software in order to learn. You absolutely do not need to do those things.

55
Programming / Re: Where to start?
« on: March 13, 2014, 12:21:44 AM »
Don't read tutorials. They are not games and often written by poor programmers.

Look at the source code of actual games, good ones, and try to figure out how it works.

I think this is (mostly) good advice. Some people learn very well from tutorials, but if they don't help you improve, you should definitely avoid them.

Reading source of other games can also be very valuable. That and learning how to really understand official documentation will go a very long way.

If you want to jump right to learning the best way possible (although, may be a bit slower learning) then go to the docs and examples of GOOD source code.

56
Programming / Re: Where to start?
« on: March 12, 2014, 05:56:35 PM »
I would like to start making my own RL, But don't know where to start
if possible I would like someone to point me in the right direction

- I have previous experience in C++ and other languages and am also willing to learn a new language to do this.

Someone already mentioned using libtcod and following the Python tutorial on RogueBasin. Since your experience is in C++ I would recommend trying out Code::Umbra's tutorial since it is based in C++. This way you won't have to learn the nuances of Python to get up and running quickly.

Also make sure you frequently reference the libtcod docs.

57
Programming / Re: Gamemaker Goddamn
« on: March 12, 2014, 05:51:51 PM »
There are some alternatives to GameMaker that you could try. Of course, you would be learning a new engine but the transition from GameMaker to another graphical engine would probably go more smoothly than going from a graphical engine to writing your own engine. You could also support open source projects by using their software instead of YoYo's proprietary software.

ENIGMA is a project that is meant to be an open source alternative for GameMaker and many pre-Studio games made in GM can be compiled using ENIGMA. It also produces faster games than GameMaker and works on multiple platforms (Windows, Mac, Linux).

Another good option is Godot engine which recently went open source. It was used by a game development company to create their games and seems to work really well. Godot has 3d and 2d capabilities and it is also cross platform.

It's too late to use one of these for 7drl but it would be great to see more people embracing open source projects. Especially those projects that make a point to allow their software to run on many platforms. Good luck!

P.S. This might not be of interest to you, but one of the major reasons I don't like GameMaker is their spotty history. The other reason is that they don't support running the engine in Linux.

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