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Messages - Anvilfolk

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Classic Roguelikes / Re: Vote for your favourite Major roguelike ;)
« on: June 19, 2007, 11:29:56 AM »

In view of all the votes that have been put here, I've decided to give Stone Soup a try. I obviously still suck at it, I've only played around a dozen games. Trying a magic-user, I've found I die really, really often because first-level spells really don't do much damage at all. The only way I got a little further was by using a Mountain Dwarf Earth Elementalist to get initial spells, and then just bash at the enemies. However, whenever I put some heavier armour, all the spells fizzle (kinda like nethack).

I also found I quite like the experience system though. It's really interesting. However, it suffers from the thing that annoys me the most: quadratic experience requirement curve - like in a lot of games really. This way, in later stages, the feel of your character becoming more powerful is greatly reduced, as you have to play a whole lot to get another single level in a single skill.

Also, the god system is actually quite nice, though a little more active participation by some would be really interesting. I think POWDER has a bit of this.

Anyway, apart from that, those evil Ogres usually get me. And I've never gotten past the Orc Warrior.

Speaking of which, more experienced players should start a topic referring to their game-of-choice, and give us newbies tips&tricks. I'm the kind of guy that plays a lot. Of the first few levels. I never really get anywhere. That's true for nethack, ADOM, and Crawl so far. I might just be missing on a few things, I dunno.

What really works for me as a fighter in ADOM, for example, is shield+spear combo. The DV rockets sky-high if you get proficient at them. That's one tip. But it should be on a separate topic. :)

--- edit ---

Oh, how could I forget! Ctrl-O, I don't have to bother exploring the dungeon, I can focus on the fighting! Excellent! Really, really nice feature, and shouldn't be all that hard to implement either. Especially because those are really horrible dungeons, I don't like their shape. Helps a lot!

Off-topic (Locked) / Re: i to the r to the c
« on: June 12, 2007, 05:22:59 PM »
So, anything yet?

Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 1.26 RC1
« on: June 11, 2007, 04:32:19 PM »
Heheheh, so here I was, trying CVRL for the first time, and had had my first couple of characters die stupidly. Then, I'm exploring town, gaining a few levels and all, and finally find out that there's no castle around. So I go explore some more. I reach a new area called "castle gates" (if I'm not mistaken), wohooo!

And there's water, and there's a quay type thing leading away into the east. And in one particular square, surrounded by grass exept for one quay tile, something lower, blue... "Hmmm, what is that?", thinks my character. "Let's find out!" He rushes towards it.

It turns out it was just a water square. And no way to get out. Doh! I'm off to try it again!

Classic Roguelikes / Re: Vote for your favourite Major roguelike ;)
« on: June 08, 2007, 01:16:00 PM »
Ah, interesting. I should say I'm always on a laptop though, so do those keypad things work with the arrows (and Home, PgUp, PgDn and End) ? I believe I might have tried that, but I think I'd remember if it had worked. I might be wrong though.

What annoys me is the lack of configuration for something as simple as keyboard input. There was some roguelike in python I tried some time ago, and you didn't really need to configure it, since you could just as well dive into the code and add a few keys to some lists. I think it might've been Hive Awakening. C++ roguelikes could easilly incorporate a "change keys" feature, or read keycodes from a configuration file.

Classic Roguelikes / Re: Vote for your favourite Major roguelike ;)
« on: June 08, 2007, 12:03:40 PM »
I used to be a huge nethack fan, but now I prefer ADOM. I'm a big fan of skill-based systems, and while ADOM doesn't adopt that system to 100%, it still uses it a lot more than nethack. Also, I hate the linux version of nethack, stupid hjkl keys.

I never really got into dungeon crawl. The linux version also uses hjkl, I think. It seemed a bit too miscellaneous. Too many races, too many choices - do they really add something difference, or are they just content galore, a matter of personal preference?

Traditional Roguelikes (Turn Based) / Re: Warp Rogue 0.7.7
« on: June 03, 2007, 12:01:01 PM »
Awesome! Always looking forward to new versions of WarpRogue!

I won't be able to play it until tomorrow though, as I've got a test. Not to mention exam season throughout June / July. But I'll give it a go ASAP!

What are you using the scripting language for right now?

Also, you've got excellent stats on sourceforge! Congratulations!

Quite honestly, I'd hate to see paying roguelikes. Already UnReal World annoys me to no end. Right now, it's got the kind of niche I like. Well, except for Krice...

Right now, people are playing and programming this for fun, pleasure, for a good time. If you start commercializing, I think the community wouldn't be as great as it is now, everyone willing to discuss and help a bit. Well, except for Krice.

Donations are another matter, but you can't really rely on them for much.

Off-topic (Locked) / Re: i to the r to the c
« on: May 31, 2007, 09:56:41 PM »
I very rarely go to IRC, but when I ever get to be more active on developing RL related stuff (say, Summer), I'd probably be there a few hours every now and then. It'd be much more enjoyable (annoying) to talk to (un)successful devs (noobs).

The stuff in () is your point of view. *grin*

Programming / Re: Serialization
« on: May 27, 2007, 07:40:57 PM »
Hmm, I'm currently using the STL. That makes things slightly harder. I guess if you've got "simple" structs it might be easier. But I won't forgo using classes, or the STL (for now).

I'm still amazed how 21 lines of code do all the work you need. I guess you just iterate through the main array.

Programming / Re: Serialization
« on: May 27, 2007, 12:57:25 AM »
Hi! Thank you for replying! I've given WarpRogue a few tries this past week or so, and I find it has a huge amount of potential, so I hope you keep going, and good luck!

About serialization:

I understand that the same objects won't have the same memory address. However, it should still be unique throughout a single execution. Also, there won't be two pointers to diferent objects having the same value.

I'm guessing that what you do when you serialize is just write the list/array down, one by one, in the savefile, is that correct? I see how that works now...

However, theoretically... instead of doing it one-by-one, list/array style, couldn't you have a serialization engine, as I said, with functions for each class/struct type and call SerializationEngine::Serialize(MainGameClass/struct) on your main instance? What I'm thinking it could do is embed/serialize the object based on the first memory pointer occurence. It's late, so I'm not sure how clear I'm being - sorry about that.

Basically, I'm trying to say that when a pointer which the (de)serialization engine does not recognize is first found, you serialize or deserialize it immediately, embedding it within the holding class's serialization output. In deserialization, you'd probably create a new instance and "fill it up". You'd also end up knowing what the new pointer value is, because you'd just allocated it.

This way, the previous execution's pointers become a unique ID with which to identify which object is where in the new execution. You can easilly set that up in a table somewhere - much like you're doing in-game, except there's less overhead from having that general resource list/index.

Oh, poo. I think this is exactly what you just said. I'd appreciate it if you let me know if I got it half-straight though. Also, you could probably get away with no embedding by "recursively" serializing the "containees" and serializing the containers last - as long as you don't have double-references (this points to that, but that points to this). Might be a little tricker then.

Thanks in advance! And again, good luck with WarpRogue, I look forward to playing the next version!

Programming / Serialization
« on: May 26, 2007, 06:29:25 PM »
In an attempt to start some development talks here so that more people move to the forums, I have a few questions about serialization.

I don't have a terrible lot of experience in programming (only a 2nd year university CS student), and everyone on usenet has been talking about how important it is to set up a serialization system up front so that you are able to save and don't have to change huge amounts of code later on.

The main reason for this seems to be related to pointers. I've heard someone say that he assigned unique integers to every instanciated object (I believe), and instead of pointers, he kept those integers, which were looked up in (possibly) an array. This would eliminate problems with referencing. I'm guessing he's doing this so that there's a single way to refer to an object throughout the project.

But doesn't that actually already happen with memory pointers? I mean, an object can only be in one memory place at a time AFAIK. Same object pointers will have the same value throughout the project, right? In this case, wouldn't it be possible to code a "Serialization Engine", with serialize functions whose arguments are each possible class/structure ?

While it was serializing, it could keep an up-to-date table with pointers so it knows what has already been serialized and what hasn't. When it de-serializes, what was a pointer before becomes a unique ID anyway.

How wrong am I?

Also, if anyone has any links on serialization, could you please post them? I don't want to know about Java serialization though. That's all I can seem to find right now (not much time anyway). I think I'll cover this stuff in the next semester... but I need to know the basics so I don't make bad decisions right at the start.


Other Announcements / Re: What does your dream roguelike have?
« on: May 26, 2007, 04:50:10 PM »
No need to worry about that! It is at version 0.5, and while there are lots of cool stuff that could potentially be added, it's still a game all on its own, just like Dwarf Fortress is right now. Supposedly still in beta, but more than fully playable!

It takes awhile to get used to the commands, but it's well worth it!

So here's the introduction thread!

I've been trying to get into for awhile, but due to e-mail problems, I haven't been able to participate... I personally prefer forums, so I've come here. I do hope most people migrate!

Anyway, I'm a 21 year old Computer Science student in Portugal, and I've been playing roguelikes for years, probably since I was 15 or so. I might stop for awhile, but I always come back to them sooner or later *grin*

I was mostly a nethack player for a long time, but now I don't find it that great (maybe just from not playing it that much anymore). I've enjoyed GearHead (1 and 2) a lot, and currently, my personal favourites are IVAN and ADOM. Unfortunately, IVAN is no longer being developed Sad

I enjoy new ones too, like AliensRL, HiveAwakening, WarpRogue, and LetterHunt for example!

As usual around these parts, I'm planning on developing a roguelike (go figure!). I've started on the "graphical engine", but since I know it's going to be a fair while for anything to become playable, I'm not going to talk about what I'm going to do Smiley

Anyway, that's it for me, I hope I'm not making a fool of myself and other people will introduce themselves Tongue

Other Announcements / Re: What does your dream roguelike have?
« on: May 26, 2007, 12:29:22 PM »
Hi everyone!

Noone seems to know IVAN, I haven't seen it mentioned anywhere. It's a really, really great roguelike, with tile graphics (but don't let that fool you, it still rocks).

It's got some of what most people have been talking about, namely separate bodyparts. It doesn't use a level system, but a skill system, which I quite like (sort of like ADOM). And if you're fighting zombies, you might catch leprosy and your limbs start falling off... but then you can pray to one of several deities (which hopefully like you) and they might just give you a new limb. Made of a material that fits the god. A "Merchant" god will give you a limb made of expensive fabric. In my latest game when I got a limb chopped off, I prayed to a chaotic goddess and she gave me an arm made of mushroom.

You guys should try it out from

Also, my dream roguelike would probably have larger-scaled battles, not just single-handedly taking out an entire dungeon.

And Dwarf Fortress rules big-time!

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