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241
Off-topic (Locked) / Re: Future of RogueBasin
« on: July 01, 2009, 07:16:42 PM »
Further support for the idea of an easy way to backup and mirror Roguebasin is the Interactive Fiction archive: http://www.ifarchive.org/. They have many mirrors which help the archive greatly by keeping their bandwidth costs low. This has the added benefit of preventing the disappearance of the ifarchive even if the "main" site goes down.

[EDIT] Technical considerations.

RogueBasin uses MediaWiki.  Apparently the wiki syntax used by wikidot is quite different (although some work has been done on conversion utilities.

PBWorks is apparently also quite different to MediaWiki.

Wikia does use MediaWiki - but may have a worse reputation technically?  Also Wikia is under Creative Commons license so that may cause problems as RogueBasin is under a different license.

Even a copy that required a certain amount of manual or automatic translation would probably be preferable to no copy at all. I'm not sure if the Creative Commons license is compatible with the GNU FDL, but I would suspect it might be. Wikia looks perhaps like the best option, so long as the licenses are compatible.

242
Off-topic (Locked) / Re: Future of RogueBasin
« on: July 01, 2009, 05:53:59 PM »
For some time I, and some others, have been concerned about RogueBasin.  The person (people?) with administrator access to the wiki don't appear to be very active (to the extent that I'm not sure who they even are) and there are ongoing problems with the MediaWiki version and wiki settings used.

My greatest worry is that whoever is paying for the domain name might not and the next time I visit it might just not be there.

One possible way forward would be to copy the wiki content to a new wiki hosted elsewhere.  At the least I would be happier if I knew that someone is taking monthly backups or something.

Any suggestions, volunteers, information?

I'm concerned about this too. I definitely think we need an easy way to backup/mirror roguebasin. Roguebasin has an export page, but it would require typing in the name of every page on Roguebasin, to my knowledge anyway. However, unless there's an easier way to do this, this might be the best option. We could use the export utility to export every page in the wiki, and then migrate that content onto another mediawiki. If only there was some kind of script or program to automate that process...

edit;

Another solution would be having more people who are admins at roguebasin and able to pay roguebasin's bills. Though this would be nice, I think it's not as full of a solution as having the ability to easily backup and mirror Roguebasin. As long as there is only one server hosting a single copy of Roguebasin, the threat of it simply disappearing remains.

243
Traditional Roguelikes (Turn Based) / TinyCurses v1.0a released!
« on: July 01, 2009, 02:04:17 AM »
New version of TinyCurses. It now supports all keys on the keyboard, has a nice linux makefile, supports mouse input, and everything should function correctly! Because of this, I have upgraded it to version 1.0a, to reflect that all core functionality should work correctly.

My next step will probably be to port it to ncurses and pdcurses.

Get it here: http://code.google.com/p/tinycurses/

244
Programming / Re: Good ways to do LoS
« on: June 28, 2009, 09:47:16 PM »
Raycasting, while not the best option, is quick and easy to implement and it works. I either raycast in a 360 degree circle around the player, or I send a ray to every square within a certain radius. Not perfect or even very good, but it gets the job done and it's very simple to implement.

245
Programming / Re: On ranged attacks
« on: June 27, 2009, 10:08:15 AM »
Targeting is way better. The best ranged weapon combat I've seen in a roguelike is probably MetroidRL followed by DoomRL.

246
Traditional Roguelikes (Turn Based) / Re: TinyCurses 0.9f released!
« on: June 04, 2009, 10:45:13 PM »
Oh, also, one of the warnings is simple to remove. Just make function endwin not return anything. Atexit is complaining.

Also, I did a Makefile but I have absolutely no idea if the shared library produced can then be used to compile ;)

Anyone care to try?

Code: [Select]
CC=gcc
CFLAGS=-Wall -O3 `sdl-config --cflags`
LIBS=`sdl-config --libs`

all: TinyCurses
 
 
TinyCurses: TinyCurses.o
$(CC) -shared $(CFLAGS) $(LIBS) -o TinyCurses.so

That should work, just add SDL_ttf onto libs, too. And TinyCurses doesn't need to be explicitly initialized. You just use it's functions, and they automatically detect if the library needs initialization. So, unlike curses, there's no initscr or endwin that the user needs to call. Also, yes, endwin needs to be void instead of int. Sorry about that.

247
Traditional Roguelikes (Turn Based) / Re: TinyCurses 0.9f released!
« on: June 03, 2009, 05:24:26 PM »
If I remember correctly, this is based on SDL, which requires manual initialization of the various components. How did you manage that? I don't mind opening and closing libraries when it's something related to graphics, it kind of makes sense, especially if you want to send parameters over to the video initialization thing.

TinyCurses depends on SDL and SDL_ttf, but you never have you know/use them if you use TinyCurses. TinyCurses handles all of the initialization stuff for you.

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 ?

Maybe. I might change the maximum width/height eventually.

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.

Awesome! I'd love to get a copy of that patch. Sorry you didn't get very far in compiling. It is as if TinyCurses.c was not explicitly compiled. TinyCurses.h has all the functions as externs, so if it's included without TinyCurses.c being compiled, you'll get an error about missing function definitions. Make sure TinyCurses.c is getting compiled. Of course, it could be something else. But I did get TinyCurses to work on MSVC in the beginning. I'll have to take a look at it again. Thanks for taking the time to use and review TinyCurses, AND to patch it! :D I'd love to get a copy of that patch.

248
Traditional Roguelikes (Turn Based) / TinyCurses 0.9f released!
« on: June 03, 2009, 07:29:06 AM »
New version. This one FINALLY adds full alpha blending for every character on every layer on screen. It also fixes a lot of bugs, and removes the need to initialize and close the library.

Get it here: http://code.google.com/p/tinycurses/
A small list of changes is here: http://nosoftware.blogspot.com/

249
Programming / Re: Room connection problem
« on: June 02, 2009, 04:21:29 PM »
If he just wants to make sure every tile connects, my previously posted algorithm works wonders.

250
Programming / Re: Room connection problem
« on: June 02, 2009, 01:08:41 AM »
If you're only dealing with rooms, you can sort your rooms based on proximity to each other into a list. You can then traverse that list from the first to the last, linking the current room with the next room each time. This will ensure that every room connects to every other room.

252
Traditional Roguelikes (Turn Based) / TinyCurses 0.9e released!
« on: May 26, 2009, 06:04:31 AM »
This is mostly a bugfix version. It should be easier to include and use, though. I was planning on including binaries for mingw and MSVC, but that's going to take more time.

http://code.google.com/p/tinycurses/

253
Traditional Roguelikes (Turn-based) / The greatness of TinyAngband
« on: May 17, 2009, 11:51:52 PM »
I recently started playing TinyAngband, and have absolutely become addicted. I love the idea of an Angband variant that is much faster and shorter than other versions of Angband. TinyAngband is not exactly a coffeebreak roguelike, because it requires at least a few hours to beat. But, it only contains 27 small dungeon levels and your character progresses much, much faster. It's really fun and quite addictive. Though, it makes me wonder about what an Angband variant would be like that you could beat inside of an hour. Maybe only 10 dungeon levels? Anyway, TinyAngband is quite addicting and I highly recommend more people try it out!

http://xangband.sourceforge.jp/tiny/eng.html

254
I would personally be happy just with:

Code: [Select]
Your are in a room. The exits are north, west and southwest.
There is an angry wolf here. There is a bat here. There are 3 scrolls of identify here.
> hit wolf
You hit the wolf for 13. The wolf hits you for 10. The bat hits you for 1.

Even just that would be cool. Especially if there were different rooms descriptions, and weird ways to enter/exit rooms (climbing on things, pulling levers, solving puzzles, finding items etc.). It would be very much like a single player MUD with randomly connected rooms.

255
Released a new version to correct a large bug. See above post under UPDATE!.

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