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Messages - PaulBlay

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61
Traditional Roguelikes (Turn Based) / Re: TinyCurses v0.9 released!
« on: April 20, 2009, 08:13:16 PM »
So I can't figure this out from the site itself -- by 'on multiple platforms'  does this mean it's fully compatible with Windows?

If it uses SDL it can probably be run on Windows (with SDL installed).

62
Traditional Roguelikes (Turn Based) / Re: TinyCurses v0.9 released!
« on: April 18, 2009, 12:39:14 PM »
Oooh, Unicode. Hit me with that multi-byte wide-character stuff!  ;D

Seriously that's definitely one of the things I need to be supporting.

63
Other Announcements / Re: Internet Roguelike Database
« on: April 18, 2009, 12:36:14 PM »
Yes, and maybe some others are partially written in Lua (ToME is, but it does not use Angband variant template IIRC) It would be possible to manually update the language for the few which are not in C, or to give the language parameter to the template.

I mooted adding the language parameter to the Angband templates but got no reply.

The problem is that there are 83 Angband variants detailed in RogueBasin (see the recently updated List of Angband Variants).  If, say, four of those have something other than 'C' it doesn't really pay off compared to the 79 that are standard 'C'.  Maybe there should be a template to add just programming language to those few affected.

Zaiband, however, uses the standard game-alpha template and adds the {{angbandvariant}} tag.  That's another possible approach.

I wouldn't suggest manually fixing just the IRLDB as its strength is that it is (fairly) directly linked to RogueBasin content.

64
Other Announcements / Re: Internet Roguelike Database
« on: April 18, 2009, 04:12:20 AM »
(I was thinking about giving some default values to all Angband variants, for example, that they are written in C... what should it be?)
Not all Angband variants are written in C.  A few(?) are written in C++ and at least one is written in Lisp. (!)

65
Other Announcements / Re: Internet Roguelike Database
« on: April 17, 2009, 06:05:31 PM »
Just added a dozen or so more Angband variant pages to Roguebasin.  ;D

66
Other Announcements / Re: Internet Roguelike Database
« on: April 16, 2009, 10:00:53 AM »
Talkie-talkie projects should have 'released and updated' as "Not yet" (or similar) by default.  Their templates do not contain those fields.  If a talkie had a release it would be an alpha. ;-)

67
Other Announcements / Re: Internet Roguelike Database
« on: April 16, 2009, 12:56:49 AM »
done.

plzchkkthx

OK, it's looking very good to my blurry 1:50am eyes. ;-)

I think GENRE was used in earlier game templates but not in current version (see theme instead).  There were only a few and I cleared them away so the GENRE column could probably go.

Similarly the STATUS column is probably more of the same.  Sparsely populated, mostly a copy of what is given by the Type column.  Unless my sleepy brain is failing me it could probably also go (and I should clear out the relevant bits from RogueBasin).

But not today.

68
Other Announcements / Re: Internet Roguelike Database
« on: April 15, 2009, 07:33:24 PM »
I used the database to track down a bunch of games at RogueBasin that needed release / update dates added.  Also found quite a few that appear to be clearly 'defunct' now and changed their status.

It might be worth re-running the data update.

69
Other Announcements / Re: Internet Roguelike Database
« on: April 14, 2009, 08:43:37 PM »
I suggest that a link to the IRDB be placed prominently on the front page of the  Temple of the Roguelike.

70
I forgot about Python and will take a closer look.

There are quite a few roguelike games in Python.

http://roguebasin.roguelikedevelopment.org/index.php?title=Python#Roguelike_games_in_Python

Might be worth checking them out.

71
On an unrelated note : thinking of using java or a game builder like Torque (the 2d version) - any ideas about that ?

There are a lot of roguelikes that use Java.  It may be worth checking out the competition (/possible sources ;-)

http://roguebasin.roguelikedevelopment.org/index.php?title=Java#Java_Roguelikes

72
Windows binary is available here:
http://sourceforge.jp/projects/angband65/releases/

Source code can be downloaded here:
http://svn.sourceforge.jp/view/trunk/?root=angband65
(click Download GNU tarball)

This is the first, trial, release for Angband/65. It is a long way from the full version and only provides a taste of the features planned. The primary reason for this release is to encourage people to find and report bugs.

CHANGELOG

0.0.1 (preAlpha) Apr 10 2009

This project is based on the Angband 3.1.1 development code in their SVN repository. Major changes from that code are noted below.

* Basic support for Angband/64 races.
* Basic support for Angband/64 classes.
* Monster list made compatible with Angband/64 monsters.
* Item list made compatible with Angband/64 items.
* 'History' values and tables (character background) set up for Angband/64 races.
* Second 'bonus value' system applied (this allows, for example, Ring of Brute Force +3 str, -1 wis, -1 int)
* Initial equipment matched to Angband/64
* Updating Artifact.txt content.
* Ego items have low and high resistances.
* Magic devices skill bonuses possible on ego items and artifacts.
* Now as many KILL_foo flags as there were SLAY_foo flags. (e.g. Can now have Broad Sword of Kill Animal)
* Item flag system redone to allow many more flags.

Known issues

Linux
* Reportedly 'not possible to move' in Linux.

Windows
* Spellcasting classes are not yet supported.  Play a warrior type.
* Items with negative bonuses are generated in the shops (also things like Rings of Strength with +0).
* Ego items are not being generated in the black market.

----====++++====----

You can also see my Angband/65 page on RogueBasin

73
Programming / Re: whats a good number to test map generation?
« on: April 06, 2009, 02:08:15 PM »
Basically, see Gödel's incompleteness theorems.  ;D

74
Other Announcements / Re: Internet Roguelike Database
« on: April 03, 2009, 05:59:26 PM »
Okay. The updated update scripts are here.

The updated database on my site is here.

Excellent.  Having everything available in one place like that is very handy.  I shall now go off and update a bunch o stuff.  :P

75
Traditional Roguelikes (Turn Based) / Re: Elona 1.14fix3 released
« on: March 31, 2009, 02:13:05 PM »
http://homepage3.nifty.com/rfish/index_e.html

I can't quite figure out what is new based off the Wiki and they don't really clearly state it someplace else.   I reckon some misc fixes/tweaks/new beginnings as seems to be par for the course for Elona.

There's a lot of information in the Japanese wiki.

First - it isn't really 1.14fix3, it's 1.15 but he forgot to update the version number. :-P

I've translated the first half roughly.  I've never played the English version so I'm guessing what some of the words used will be.  ;D

Changes and additions:

TODO : Allow some fiddling with the pet AI.
TODO : Allow the music producer to exchange items and feats for music tickets. (??)
IN PROCESS : Make the difference in effect for cursed / blessed status on potions, scrolls etc. more obvious.

------

Some change to absorbing nether damage (?)
Acquire server list when starting a game, not when starting up the program.
Skip death animation as well if cfg_animeWait is set to 0.
Allow taking out items even when flagged as important. (?)
When wishing for an element hammer ensure you get at least a level 2 element.
When removing hexes with sacred light check the last applied hex first.
Also apply bless / curse differences to the effect of throwing potions on the ground.
The effect of thrown potions no longer depends on your throwing skill.
Pet arena changed to always show HP of the enemies.
Added jail area.  Gain karma, lose ability as time passes.
Prevent collection of sandbags from showrooms.
Prevent artifacts from being generated when re-creating redundant artifacts.
Neutral NPCs will now accept any potion that doesn't have a negative effect.  They will no longer take unidentified or cursed items.
Combine maturity values and such with potential ability (?)
When using an item you have several of with a short-cut key use those with charges left first.
When riding the Luruwi's possession and speed bonuses now apply to the pet.
Display play time correctly up to 500000 hours.  Also continue play time when continuing from offspring (only for offspring generated from 1.15 onwards).
Cancel theiving if the target moves over three squares away.
Various rebalancing changes.
When you die you are now more likely to lose cursed items, and less likely to lose blessed items.
Inherited items will not be lost when you die. Blessed items are less likely to be lost.
Allow passing remove curse and such to NPCs.
When supplying or exchanging items, to prevent mistakes, make it so you see the item being supplied first.
Check for rotting of food carried now applies to all NPCs.
Add scythe to initial skill of farmers.
AI changed to attack NPCs with wounding with distance weapons if possible, and if not only attack when have plenty of HP.
Prevent use of some interference(?) command (i key) when confused.
When loading a game with some event happening directly after load (welcome home messages, etc.) have event take place before the PCs turn.
Allow escape, return effects to be delayed while events are waiting to happen.

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