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Messages - Tzan

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Incubator / Re: [Feedback] Aliens R Loveable
« on: November 01, 2015, 02:34:21 AM »
It doesnt.
You have to do it yourself, which you already did.

Incubator / Re: [Feedback] Aliens R Loveable
« on: October 30, 2015, 07:35:53 PM »
Yes using a delay is another way to do it.

I have no idea what most people would like.
I think I prefer to press keys when I want to move.

Maybe make a poll thread.

Incubator / Re: [Feedback] Aliens R Loveable
« on: October 30, 2015, 12:30:43 AM »
Unity Problems
When doing key input there are several options.

Code: [Select]
  if (Input.GetKeyUp(KeyCode.F12) && Input.GetKey(KeyCode.LeftControl))   
     // do stuff here

I set that up for taking a screen shot.
GetKey will be true while the LeftControl is held down
GetKeyUp is true only when the key is pressed then released

Looks like you are using GetKey

Try using GetKeyUp.
So the guy will only move after you release the key and then the player can decide how fast to press the key.

Development Process & non-technical / Re: New RL in development
« on: September 20, 2015, 10:42:06 PM »
Yes I am actually a shaman, actually a healer. I know how to heal multiple diseases and have saved many people's lives. I've been initiated into multiple spiritual modalities at this point, and have been exposed to them since I was a child. I am what Buddhists would call 'self-realized', specifically that I've seen through the illusion of duality

Cool! But now you are facing your ultimate test, the creation of a major roguelike.

Haha! yes we have to keep things in proper perspective  ;D

To do it any way you would need to hand edit pixels on an actual image file, after it was scaled in an art program.
Or scaled and saved from your program, not sure it can do that.

I like the fat font.

Since you are experimenting you might want to try this:
Make things in FAT FONT that are intended to be foreground, like walls, creatures, items on the ground.
Then make some characters in that font less fat, for things that are in the background, like grass and roads.

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: September 09, 2015, 03:58:05 PM »
All NPCs will be able to talk, but I do *not* want them to have weird idiosyncratic/non-sequitur speech at all

Forum Member said: "I used to be a game developer like you, but then I took a job to the wrist".

He certainly has an interesting numbering system.   :)

Early Dev / Re: JRogue - my first roguelike
« on: August 08, 2015, 10:44:49 PM »
Great job for a first RL.

I didnt have any food problems.

I only played once, got to dungeon level 10 and died to a knight.

But that was my fault, I backed away into an unknown area and ran into 2 wizards.
I healed, moved at them dragging the knight, did an inferno on them all (whatever its called), but then immediately died because I hadn't done enough damage to the knight before that.

I found my inventory full too many times to pick stuff up.
But I had junk I wanted to drop, but couldnt.
Having two amulets is not good, you can only use one, +5 hp or + regen.
Once you choose, you'll never use the other, you can of course but its not worth passing up on getting food.

- So having a way to drop items would be great.
- Also when your character dies, show the attack that killed him, do the damage number animation, replace the graphic with a dead character body, wait a few seconds or click to continue, go to the death screen you have.

Design / Re: My thoughts on deep mechanics.
« on: August 08, 2015, 05:27:47 PM »
Well I dont think anyone is going to say those two are terrible.
They are both fine. The first is easy.
The second seems very complicated.
So if you wanted to write about a way to implement it, that would be great.

Programming / Re: REXPaint (now at beta v0.97R7)
« on: July 30, 2015, 02:25:37 AM »
Yeah, that was it.
I turned off compatibility mode.
Selected Run as Administrator and it saved fine.

Never had to do that before, so I never thought of it.

The few times I really did have a compatibility problem the program wouldn't run at all.
That's why I never thought of trying that for a week.

When in compatibility mode, click to run, it brings up a window to allow changes.
Thats how it happened. But just normal mode, no window comes up.

Programming / Re: REXPaint (now at beta v0.97R7)
« on: July 29, 2015, 05:24:50 PM »
I grabbed r9 last week, the program worked fine, but I couldn't Save or Export an image.
Today I realized I should try setting the compatibility mode to XP sp3 and that worked.
I use Win 7 64bit.
So disaster averted :)

Thanks for posting that, you saved me a lot of writing  :)
I used the bitwise tiles method back in the late 80's.
Just 16 tiles each for roads, rivers, forest and mountains.

You just need to make the tile graphic go into the corners.
Not sure if you mentioned that part.

( long time lurker, first time poster )

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