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Messages - Ex

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271
Traditional Roguelikes (Turn-based) / Re: Good coffeebreak rls?
« on: April 08, 2009, 05:22:45 AM »
I've always absolutely hated the vi keys. I don't know who uses them, or why so many games keep including them. I would prefer wasd, or okl; at least. My favorite keys for games are the numeric number pad.

Edit; Also, many laptops (including mine) lack a numeric keypad. In those cases, it'd be nice to use some key configuration on the keyboard. I just hate the vi keys, and would much prefer something like wasd, okl;, szxc, pl;', hbnm or something like that.

272
Other Announcements / Rogue creator has blog.
« on: March 26, 2009, 12:40:03 AM »
For those who haven't seen it yet (I hadn't), one of the creators of Rogue has a blog. It's located here: http://toyblog.typepad.com/lemon/ . There is also an address for his house on his homepage, and living near Sacramento California, I am highly tempted to drive down in the hopes of meeting him. But alas, my visit would probably not be appreciated. Still, might send him home baked cookies some time. Or if the Roguelike community ever wanted to present him with some sort of plaque or statue or something, I could hand deliver it. Or not.

273
Edit; My mistake, thought the dev himself was posting. Nevermind.

274
Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 23, 2009, 09:40:58 PM »
Thanks Slash! Actually, MegamanRL was partially the inspiration for Backwards Gravity. The dungeon generation is fairly odd in Backwards Gravity because I wanted each map to only take up a single 80x24 screen, similar to Nethack, etc. Originally I had planned to include many different dungeon generation algorithms that would be chosen at random, but I only had time to implement two. The first map has it's own dungeon generator, since it's something of a special map. The player was supposed to start in the "house" on the first map, but I was lazy.

The two dungeon generation algorithms used are incredibly simple. The first randomly picks a location, and then draws a randomly sized filled block that has edges the player can walk on. It remembers the previous block it drew, and upon drawing the next block, links with the previous using a seperate function whose only job is to correctly link any two locations on the map.

The second algorithm is much like the first, but slightly different. It starts by drawing "platforms" that are just rooms with a random length whose height it always 2. The top tile of each "room" or "platform" is turned into an area the player can walk on. Each room is recorded in a list, and all rooms are linked using the same link function as the first dungeon generation algorithm uses. After that, some interesting features are added. First, a few random blocks that are filled and surrounded by walkable area are placed. Then it decides if any edges of the map should be walled off with an area the player can walk on. If it decides any edges should be present, it draws those edges onto the map.

That's about it. Originally I planned something far more complex, but never had time. Though, I may go back and implement more stuff.

275
Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 23, 2009, 08:12:56 AM »
At the very least, I'm going to fix the dungeon generator so it doesn't make impossible levels. I've never actually gotten to the "YOU WIN" screen because the dungeon generator keeps screwing up D:. After that, I'd like to add real enemies, items, armor and weapons but I'm not sure how much work I really want to put into it. Originally, I had planned to have three seperate dungeons, with many different types of random dungeon generators, but clearly I didn't have enough time for that.

Anyway, I may work on it more, especially if there's any interest in it.

276
Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 20, 2009, 11:06:40 PM »
I suppose I can make a Windows binary. It'll be out later on tonight.

Edit; Tried MinGW, but their stupid standard C++ library wouldn't compile on my machine. Tried Cygwin, but roughly the same thing happened (Man I'm unlucky). So I'm going to use Visual C++, but it's taking forever to install, so the Windows binary will be a little late.

Edit #2: Attached is the incredibly buggy windows binary. Enjoy.

277
Programming / Re: whats a good number to test map generation?
« on: March 20, 2009, 02:44:04 AM »
I've found that whatever is the worst case scenario for dungeon generation tends to be among the more common scenarios. Granted, it took me hundreds upon hundreds of dungeons to notice a fairly major flaw in Dreamhack's dungeon generation. But in general, I've found for me that if something can go wrong, it will very quickly and easily.

I'd say 1000 dungeons is way more than enough to verify the integrity of a dungeon generator. But there's always the chance...

278
Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 15, 2009, 02:22:05 AM »
Last minute success? Kindof, I released a version of my 7DRL that you can win. The thing is, it's totally incomplete. Never the less, you can win it and it has enemies. So, I finished!

Here it is:
http://backwardsgravity.blogspot.com/

279
Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 12, 2009, 02:39:18 AM »
I'm also working on one. That brings the total to like 44, which I have to say is the largest programming competition I've heard about. The Day of Zeux in the MZX community has a fairly large competition, but still never 44 separate entries. Go roguelikes.

By the way, here's my blog for my 7DRL: http://backwardsgravity.blogspot.com/

280
Other Announcements / Re: #rln Temple of the Roguelike IRC chatroom.
« on: November 30, 2008, 09:17:39 PM »
Edited to remove confusion.

281
Classic Roguelikes / Re: ToTRL Competitions: Recover the Amulet of Yendor!
« on: December 10, 2007, 07:56:31 PM »
So, has nobody done it yet?

I honestly didn't read about this competition until today. It's a good competition though! I should try it.

282
Other Announcements / Re: Building a roguelike definition
« on: November 30, 2007, 12:04:20 PM »
Anything with random maps, though traditionally with a very ascii look.

Being turn based or represented by an at-symbol helps too. Not required though. Definitely it hinges on random maps.

283
Off-topic (Locked) / Re: They Who Are Too Busy
« on: November 28, 2007, 08:22:55 AM »
I'm trying to write a blog every day.

Your stuff sounds a lot harder. Your stuff sounds insanely hard, even.

Next semester will be busier for me.

284
Other Announcements / Re: A roguelike with a party?
« on: November 21, 2007, 03:32:24 AM »
I've always wanted to make a party based roguelike similar to Wizardry or Xeen.

285
Programming / Re: Messing with dungeon generation
« on: November 20, 2007, 01:41:09 AM »
Isnt a corridor just a (very) narrow room?

I think typically rooms are square while hallways usually bend. Also hallways are sometimes allowed to overlap each other which rooms usually aren't.

Mostly I think of the bend in hallways since most rooms are not L shaped.

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