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Messages - Ex

Pages: 1 ... 19 20 [21]
301
Other Announcements / Re: playing roguelikes on linux FULL SCREEN
« on: October 01, 2007, 05:21:18 AM »
In linux there is more than one text terminal you can access at any one time by pressing CTRL+ALT+F(whatever) F9 on my system is XWindows, but that may be different on your system.

302
Temple of the Roguelike / Just a question.
« on: September 30, 2007, 05:09:52 AM »
This is a rather strange question I realize, but who did the symbol for Temple of the Roguelike? That thing is awesome.

303
Other Announcements / Re: Ranged weapons that don't suck?
« on: September 30, 2007, 03:26:58 AM »
a Roguelike based on MZX would be awesome.

Heheh, you mentioned MZX. Awesome. I'm a member of the MZX community :P

Anyway, my main point is just that it needs to be easier from a user interface standpoint to fire arrows. It has to be as simple as melee attacks, otherwise a lot of people are going to use melee instead. I think autotargetting would be good, and pressing f repeatedly should fire at the currently selected target without any further input. That seems the most reasonable to me, if you want to keep the traditional rogue feeling of ranged weapons alive. Again, I do like the way it was done in MetroidRL.

Personally, I want to try having any enemies in a range be automatically attacked by your ranged weapon. This seems reasonable to me, though it's quite a move towards more MAngband style combat. But it requires absolutely no GUI changes, and the benefits of equipping a ranged weapon along with a melee weapon become quite apparent imediatly.

Maybe I'll make a demonstration case for each or something sometime.

The alternative in my mind to making it as easy as melee is to make it much more powerful than melee which would compel people to use it anyway.

Edit; Also, DoomRL did it quite well too.

304
Other Announcements / Re: Ranged weapons that don't suck?
« on: September 29, 2007, 07:37:24 AM »
Perhaps to make it more easy to use you would just press the firing key and then press a direction, and the game would choose the nearest enemy in that direction, or something like that.

I agree, this is a pretty good idea. The nethack way is good too, I wouldn't mind only being able to fire in eight directions if I only had to hit F or something. Or there could be a fire 'mode' where every time you press a direction your weapon will fire. Or a fire mode where you have targets like in MetroidRL, every time you press f it attacks the selected target or something until you exit firing mode. In ZZT you could only fire in four directions, and that wasn't so bad.

305
Other Announcements / Re: Villa of Darkness down...
« on: September 28, 2007, 03:31:52 AM »
Might I suggest Spry unmanaged VPS? It's completely do it yourself, but you have root access to essentially a dedicated machine. Also, they have very nice bandwidth offerings for very little money. I currently have an unmanaged Ubuntu VPS for 7.95 per month with 2 gigs disk space and 100 gigs data transfer per month.

If you ask me, they're the best VPS host currently available.

http://www.vpslink.com/

306
Other Announcements / Re: Ranged weapons that don't suck?
« on: September 28, 2007, 03:23:46 AM »
I don't use ranged weapons in roguelikes mostly because the firing sequence is entirely too complex. If I want to fire a ranged weapon in a roguelike, usually it requires wielding the weapon, selecting the arrows, and painfully selecting the target each round.

I much prefer moving to the monster and dealing damage directly by holding down a direction. Because the firing sequence is so complex, I think it makes sense for ranged weapons to be slightly broken compared with normal weapons since they're more complex to use.

MetroidRL had very experimental and good ranged weapon support, if you ask me. Still I much prefer not using ranged weapons in roguelikes.

Edit; How I would implement ranged weapons is one of the following:
1. Ranged only in name.
2. Similar to MetroidRL
3. Anything hostile within a certain area is automatically hit, similar to MAngband.

307
Other Announcements / Re: Most complicated Rougelike ?
« on: September 26, 2007, 08:54:56 PM »
I really like those extremely complicated games, and was just wanting to ask which is the most complicated and hardest or just most complicated rougelike you guys ever played or know  ;D

Nethack is by far the most complicated game I have ever played.

308
Other Announcements / Re: Hey ^_^
« on: September 23, 2007, 11:06:39 AM »
Lots.

309
Other Announcements / Re: Hey ^_^
« on: September 23, 2007, 10:24:19 AM »
Welcome to the rest of your life.

Quoted for truth.

310
Programming / Re: Messing with dungeon generation
« on: September 21, 2007, 05:12:04 PM »
How are you deciding on the initial locations to place your rooms? Are you dividing the map initially into sections based on some algorithm, or are your rooms placed by other means? If you don't mind my curiosity.

311
Programming / Re: The "How did you get into roguelike development Thread"
« on: September 15, 2007, 12:20:03 PM »
Worry not about thread necromancy. This post is like... immortal :)

Any roguelike project in development?

I work quite a bit implementing different dungeon generation algorithms, but I've yet to work on an actual roguelike. I'm mostly a dungeon generation sortof guy I guess. Most recently I did a dungeon generator for a 2d sidescroller. That was fun. I have been debating starting some sort of roguelike project. Just not sure what.

312
Other Announcements / Re: Alternatives to hack and slash for roguelikes
« on: September 15, 2007, 02:48:40 AM »
Things I think would rock:

Japanese RPG style combat.
Dungeons that had FURNITURE and other stuff. Decorations, scenery, etc.
Puzzles.
More than one player character.
Exploration based gameplay. (Percent explored maybe, collecting treasure oriented maybe)
First person dungeon crawl in textmode (Think Might and Magic)
Real time roguelike. (Mangband)
Roguelike without combat.
Roguelike built around structures like castles, houses, cities, etc. instead of dungeons.

313
Programming / Re: The "How did you get into roguelike development Thread"
« on: September 15, 2007, 02:37:35 AM »
I was an old roguelike news fan back when all I knew was Delphi. That was a long, long, long time ago. Near the beginning of RLN. I did one of the first few articles. I loved roguelikes from the beginning. Alphaman I played a lot before I even knew of roguelikes. My favorite roguelike is ZAngband.

Edit; I didn't know this post was that old D: I should have set the cutoff limit to like, a day or something. Sorry for reviving.

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