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Messages - eclectocrat

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31
Programming / Angband graphical port launchpad
« on: April 08, 2013, 08:18:16 PM »
Hey!

I make the game www.mysteriouscastle.com. It's got a nifty isometric interface with full support for iOS, pinch zoom (next version!), pixel perfect object selection, and some other crap.

Anyway, I'd like to make a version of Angband that runs atop the isometric engine on iOS, it'd be quite fun in my humble opinion. I have looked through the source code and am beginning to understand what the renderer is doing, but I'm just grasping at straws to figure a few details out.

1. Any tips for a graphical port?

2. I remember, and my google search turns up, Iso-Angband, but can't find the source code to see how they did ISO graphics with it.

3. How does one distinguish when rendering a UI element vs a Map element?

If any of those questions seem dumb, they probably are, I just thought I'd get a heads up from some pros.

Thanks!

32
Hey! You can toggle fullscreen with the ESC key (I know it's not really intuitive :P).

There are some problems with fullscreen depending on configuration. You might need to use the configure app to enable/disable widescreen mode or switch between OpenGL and DirectX. It's very hard covering all the hardware configurations, even with a great library like SDL helping you!

33
Is there a download link to the newest version? I couldn't seem to find it.

Sorry, the latest version is only on iOS now, but will be out for desktop pretty soon (Mac and PC, although it runs great under WINE in linux).

In the meanwhile you can download Mysterious Castle Classic, there is a link on the home pages sidebar.

34
http://youtu.be/k2o4OKPgclY

Check it out!

My tactics-roguelike Mysterious Castle has hit 1.10 and is out now! Control up to 4 characters as they journey through a huge procedurally generated forest filled with caves, castles and dungeons, swamps and more.

Now featuring permadeath!

35
There will be a whole new dimension to the game in the next version, I think I've got a winning idea. Included in this dimension is the possibility of recruitment.

36
Cool link, I already adhere to most of those, although I deviate from a few.

I'm not going to do a checklist, but permadeath has always been on my mind. I just figured out a simple way to do it in a party based system with a slow save system, so that if any party member dies, they stay dead, even in the case of reloads and other hackery.

37
I'm updating the game soon with a roguelike requirement: permadeath! Yes, finally adding the things that make a roguelike a roguelike. What other things do I need to turn the game into a true roguelike?

38
Programming / Re: Simultaneous turns?
« on: February 29, 2012, 04:56:27 AM »
This reminds me of those secret card duel games, you know, where each player lays down a card and they're revealed simultaneously. There's an element of prediction and resource management to it. Could be very cool.

39
I'd reckon the plan is to take some time for things to simmer down before outlining the plan for the big 2.0 release in the times to come?

Also, whatever happened with the IndieDb situation?  It seemed like it had been functioning, but now I see a move to Amazon for the latest demo, which to their credit did download right quick.

More or less, I'm going to focus on releasing on Linux, and updating the iOS version. I've got a million ideas for the next version so if I'm definitely not sitting on my hands. I expect a few small patches for 1.9, while I work out the details for 2.0.

I'm going to upload the demos to Indie DB as well, just wanted a direct link on the homepage, so that people can try it without going through a ton of links.

I'll keep this thread updated!

40
Traditional Roguelikes (Turn Based) / Mysterious Castle, Tactics-Roguelike
« on: February 28, 2012, 01:19:26 PM »
What do you get when you try and cross ZAngband with Final Fantasy Tactics?

www.mysteriouscastle.com



So much has changed since my first release almost a year ago. I'm grateful for all the support of the community. I hope to bring the game more towards it's roguelike roots in the coming months. If anyone has any questions, comments, ideas, criticisms, anything, I'd love to hear them.

41
Very interesting...

I hacked together something not entirely unlike your scheme, but using C++ and template meta-programming, minus the directions as a class. I found that it made designing algorithms far simpler and more powerful.

I'm not very familiar with Lisp, but will take a look at your implementation when I find time (where has all my time gone?).

For whatever it's worth, I think that such an approach is the future of complex procedural map generation, where there is a lot of generation stages interspersed with complex analysis.

Good stuff! I'll get back to you when I wrap my head around it.

42
Traditional Roguelikes (Turn Based) / Re: Mysterious Castle 1.9
« on: February 06, 2012, 07:02:24 AM »
Well, the interface is certainly non-standard! Remember to press the arrow keys to show the various panels.

You can speed up button clicks by going to the options pane and selecting 'select action' instead of 'select+confirm action'. The default is two clicks because it's a tactical game made for iOS and I hate misclicks in tactical games.

The download links are all in the same place, on indieDB. Will fix textbox speed. Right now the text is pretty pointless though :P

I'll consider customizable keymappings soon. What is a good fullscreen key on windows?

Moving is the easiest part! Just click!

Thanks for taking the time to post!

43
Traditional Roguelikes (Turn Based) / Re: IRDC London 2012 - Call for Dates
« on: February 02, 2012, 02:15:13 PM »
I won't be coming, although I'd really love to. Seems likely that the city will be really busy in preparation for the 2012 games.

Has any thought been given to some video uplinks, via skype or google?

44
Programming / Re: Cardlike - Doing another version for this year's 7DRL
« on: February 02, 2012, 07:08:00 AM »
Edit: You know I hear that many developers do not actually play their own games much...Does that seem odd to anyone? I guess the act of creation and the enjoyment of the end product are totally different experiences.

I can understand that in the non-roguelike non-procedurally built world (it's sooooooo tedious), but I personally play my own game more than any other, and I enjoy it. Wonder what other roguedevs do...?

45
Traditional Roguelikes (Turn Based) / Mysterious Castle 1.9
« on: February 02, 2012, 06:45:29 AM »
Hey!

I've just released www.MysteriousCastle.com version 1.9, now with dungeons!



It's available for OSX now, Windows version is still at 1.8, but will be updating soon. Here's the changelog:


v1.9

GENERAL:

*   Dungeons! Errr... Mysterious Castles!

*   Treasure chests are now generated in caves as well as in the forest.


INTERFACE:

*   Added a custom cursor.

*   Transfering items further streamlined.

*   Weapons and armor now display basic stats.

*   All stat and skill increasing books now contain information about the
     stat or skill they increase. For instance, reading a book about the
     'sneak' skill will explain how it is used in the game.
   
*   You can now 'read' spellbooks to get detailed info on spell effects.

*   Moved the action bar, which showed how many action points a character
     had, from the bottom left corner, to a status bar hovering over the
     character.
   
*   Character pool size increased to 9.
   

RULES CHANGES:

*   Medium armor gives penalties -1 dex, -1 init, and -1 arcane.

*   Heavy armor gives penalties -2 dex, -2 init, -2 arcane, and -1 move.

*   You can now take a five foot step before making a full round action.

*   Canceled spells no longer waste your turn.

*   Greatly reduced the frequency of certain powerful items.

*   The 'curse' spell no longer stacks.


ADDITIONS:

*   Added a dark guild faction, members include dark monks, warriors,
     trolls, and ogres.
   
*   Enemies can now 'power strike' you.

*   Enemies are now immune to certain types of energy, ie. fire elementals
     don't take damage from fire (duh!).


TECHNICAL/BUGFIXES:

*   Fixed broken "web" immunity.

*   Fixed 'bless party' ability of obelisks.

*   Fixed a bug where sneaking characters loaded from a file used their
     normal light source.
   
*   Fixed light cloning when using autoequip.
   
*   Fixed the impassable fence of doom bug.

*   Several other bugfixes.

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