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Messages - PaulBlay

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31
Programming / Re: Looking for a Team
« on: June 22, 2009, 07:15:23 AM »
Teamwork is notoriously hard for roguelike developers and I think in indie game development in general.

I think it's not so much teamwork itself as being able to find people to work on _your_ game rather than you work on _theirs_.

Actually that gives me an idea.  You gather up all the people working on their own game alone, make them fight, and the winner gets all the others to work on his project.  ;D

32
Programming / Re: Doing RL with JS/PHP?
« on: June 20, 2009, 08:50:40 AM »
Hi fellows,

as a matter of industrial spionage, are there actually any examples of RLs coded with Javascript and PHP?

gTile is in JavaScript.  I don't know of RLs that use PHP, but there are a number that run in web browsers.

33
Programming / Re: JBand development started (assistance welcome ;-)
« on: June 19, 2009, 01:58:15 PM »
Well, here's a quick status update.

- Actual Japanese text seen on screen!



- Game playable (but buggy)

- Translation in progress ( ... and will be for a very long time)

If anyone is interested in assisting, or in having Angband in Unicode / another language, contact me and/or see the project page.

34
Programming / Re: Ambitious Rogue-like Project. But...
« on: June 11, 2009, 10:12:16 AM »
After all spelunky was written in game maker. 

As was Triangle Wizard.

35
Programming / Re: Ambitious Rogue-like Project. But...
« on: June 11, 2009, 07:50:37 AM »
I've looked through Rogue Basin, but I didn't find much help.

I would recommend looking at the pages in the Library category.  Libraries suited to roguelike development are a good way of getting the speed advantage of C/C++ while making it easier to produce useful programs. 

There's other good stuff in there somewhere, but it's hard to work out what and where.  :-\

36
Programming / Re: Ambitious Rogue-like Project. But...
« on: June 10, 2009, 08:01:23 AM »
 There's a lot of stuff in RogueBasin, but it isn't very organized.

37
Programming / Re: TinyCurses with VC++ (Visual Studios 2008)
« on: June 09, 2009, 06:19:49 PM »
If you can work out a step I missed / got wrong please let me know.

artanis pointed out that it's because I'm including tinycurses.h from a .cpp file

You need to use
Code: [Select]
extern "C"
{
#include "tinycurses.h"
}
to include it.

38
Other Announcements / Re: Project: Roguelike Renaissance
« on: June 09, 2009, 03:59:51 PM »
Quote
I'll try to stick to the free programs and such by and large for monetary reasons, though there may come a time where I'll have to throw some cash at one program or another out of necessity.
Try PaintShopPro or something on 30 day trial.  That should get you 30 days of tile editing anyway.  ;D

39
Programming / TinyCurses with VC++ (Visual Studios 2008)
« on: June 09, 2009, 03:58:28 PM »
I have gone back to the first step and noted down exactly how I tried to get TinyCurses to work. (

See the following pages in order:
Creating a SDL project with VC++
Creating a SDL_ttf project with VC++
Creating a TinyCurses project with VC++

All except the last step worked (but note that the SDL_ttf demo code is problematic).

The error messages I get are:

main-tc.obj : error LNK2019: unresolved external symbol "int __cdecl getch(void)" (?getch@@YAHXZ) referenced in function _SDL_main main-tc.obj : error LNK2019: unresolved external symbol "int __cdecl refresh(void)" (?refresh@@YAHXZ) referenced in function _SDL_main main-tc.obj : error LNK2019: unresolved external symbol "int __cdecl printw(char const *,...)" (?printw@@YAHPBDZZ) referenced in function _SDL_main

If you can work out a step I missed / got wrong please let me know.

40
Programming / Re: A little NetHack project [On the back burner]
« on: June 04, 2009, 11:36:49 AM »
Me and a friend are working on another roguelike so I can teach him how to code.
Lucky guy.  ;D

41
Traditional Roguelikes (Turn Based) / Re: TinyCurses 0.9f released!
« on: June 03, 2009, 02:02:37 PM »
Out of curiosity I created a patch that removes 94 of the 96 compiler warnings that VC++ finds.  If you're interested I can email it (no guarantees that I haven't broken it ;-)

I gave it a trial run and wrote a review.  Unfortunately I didn't get very far.

42
Traditional Roguelikes (Turn Based) / Re: TinyCurses 0.9f released!
« on: June 03, 2009, 12:53:09 PM »
Looking at the code it seems that the practical maximum height / width is around 127.  Isn't that a little low given games like Pyromancer ?

43
Traditional Roguelikes (Turn Based) / Re: Prospector 0.1.5
« on: June 01, 2009, 08:38:53 PM »
There is actually another way to solve that problem already implemented.
Haven't considered it yet, and yup. would mess up quite a few things. hummm...

How about just connecting west / east edge?  That would reduce the topological implausibility. Just say that strong magnetic fields at the pole disrupt electronics ;-)

44
Other Announcements / Re: Project: Roguelike Renaissance
« on: June 01, 2009, 03:13:15 PM »
Quote
Thanks in advance for a chance to help out a bit.

Well if you're up for a bit of C++ debugging I could really do with some help working out what I broke in the *_info / *.raw initialization process in JBand.

I'm currently trying to "sneak round" the problem by working with SQLite in order to bypass the whole mess.  ::)

45
Other Announcements / Re: Project: Roguelike Renaissance
« on: June 01, 2009, 01:01:41 PM »
Quote
On my reasoning, the marginalization of Roguelikes is just something that shouldn't be period.

If I was you I'd drop every game that has been updated within one year from your list.  Conveniently I have a list of Recently updated roguelikes  ;D

If you also drop all those that aren't open source and all those that already have tiles you should have a much more manageable list to work with.

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