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Messages - XLambda

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7DRLs / Re: The MegamanRL/Java mystery
« on: October 13, 2013, 11:22:18 AM »
From my experience, it sounds like you didn't add java to your PATH variable. There are instructions to do that all over the web, just look it up.

Other Announcements / Re: Reviving the Roguelike Magazine
« on: September 28, 2013, 02:50:42 PM »
Hello folks,

I'm sorry to say that I won't be able to continue this project in the near future. As a result of recent real-life events I simply don't have the necessary time and energy any more.

If anyone wants to continue working on this, please let me know. I'll send you the stuff I have. It's not much, but it's better than starting from scratch.

As a final note, thanks for all the good advice and offers made by community members. I really appreciated your support. :)

Other Announcements / Re: ASCII Art Exhibition 2013
« on: August 24, 2013, 01:05:41 PM »
Dwarf Fortress is in the New York Museum of Modern Art. That's Unicode though... ;)

Minor correction: Dwarf Fortress is code page 437 (aka "IBM extended ASCII"). It's simply the character set of the original IBM PC.
That's a very popular ASCII extension, inside and outside of the roguelike world. It's the character set of most libtcod fonts, as well as an option for Nethack (called "IBMGraphics").

Early Dev / Re: Underdark development feedback
« on: August 05, 2013, 10:47:31 PM »
... aand now we're at 0.0.7.

Can I haz some feedback?

You shall haz, good sir!  ;) I'll play a run or two at my earliest convenience and post my feedback here.

One good thing about the T-Engine is how easy it is to set up addons for existing modules. In this case, it means that people can more or less easily house-rule the game. :)

Heh, I look forward to an eventual progress meter that tops out at "Well, this is pretty much at Incursion's level plus or minus a few bits" then heads onward.
That would be quite an achievement. I'm not a 3.x edition person, so I don't even understand everything, but omg is there a ton of stuff in Incursion. The dungeon generation alone is its own special type of awesome.

Other Announcements / Re: Reviving the Roguelike Magazine
« on: July 16, 2013, 08:02:12 AM »
Currently not at all. It's probably due to me screwing this up rather badly, but there has been exactly one contribution since this started. I've basically decided to let the planned summer issue die in peace. We'll see whether there will be enough material for a fall or winter issue, but right now I don't have much hope.

That's a shame - the reason that I was asking was because I was thinking of submitting something, but was aware that the deadline for the first issue had already passed.  There may be others like me who are interested in submitting but take a while to get their arse in gear.

Feel free to submit - I have an interview lined up for the fall, and an article I wrote, so if I could get one more person to jump in, things don't look too horribly bad.

Did you not have any luck soliciting contributions from the usual community loudmouths?

I wanted to, and actually contacted a few people, but at some point completely forgot about it. I'll continue to try.

Other Announcements / Re: Reviving the Roguelike Magazine
« on: July 14, 2013, 05:18:05 PM »
Hi XLambda,

How is this going?

Currently not at all. It's probably due to me screwing this up rather badly, but there has been exactly one contribution since this started. I've basically decided to let the planned summer issue die in peace. We'll see whether there will be enough material for a fall or winter issue, but right now I don't have much hope.

Other Announcements / Re: 7DRL Reviewer Results!
« on: July 08, 2013, 05:18:20 PM »
Heh, I wasn't exactly whining. More like lamenting my bad decisions, and the fact that I had more fun developing than people had playing.  :)

And whilst we're whining, someone gave my game a 1 for Scope on Mosaic and called it a "toy" :-/

It has the coolest soundtrack ever, because the soundtrack is the player.  :-\ I'd personally consider that to be quite an ambitious scope.

Other Announcements / Re: 7DRL Reviewer Results!
« on: July 08, 2013, 03:12:14 PM »
Hm. It's a bit sad to see my hproguelike get such a bad rating. It seems that the reviewers missed the point of the game. (Which is really excusable, considering some last-minute additions I *really* should have left out.) Here are a few notes on that.

The main points of the game were:
  • To prove that a procedurally-generated bestiary with self-documentation can be fun
  • To prove that a light clock with logarithmically decaying light strength provides interesting decisions

For some reason everybody concentrated on the sanity system, which was literally tacked on for flavor anyway. It had no purpose outside of adding a bit to the final score. The fact that the game has only five levels, and that everyone thought they couldn't go deeper because of the sanity system, shows that it was a *horrible* decision to include it.

At the same time, no one really commented on the monster generator with its self-generating monster memory, which I thought was quite elaborate and took me quite a bit of time to get working. I didn't have the time to add more interesting monster features, that might have spiced things up a bit. As it is, it's an interesting experiment in procedurally generated NPCs, and someone interested in doing this in a larger game can get some inspiration from this and srd's Mutant Aliens.

The light clock was probably not as strong as I had expected, most likely due to the overabundance of consumables. The original idea was to let people decide whether they want maximum light radius (wasting a considerable amount of battery power) or maximum battery lifetime (in which case you have to deal with a strongly decreasing light radius). Also, allowing the player to turn the flashlight on and off (with similar thoughts about the sight vs battery lifetime tradeoff) might have been more interesting if the light clock wasn't a bit broken in the first place.

What I found hilarious: Someone complained that you can finish the game instantly by going up the stairs on DLVL1 right after starting the game. Incidentally, you can do the same in Nethack (with the exception that I forgot to code a message for doing so - you get a score of zero anyway).

Today, I added a big batch of weaponry in preparation for working ranged combat.

How many of the Gygaxian polearms do you plan on implementing? ;D

Looks cool.

Unfortunately, I can;'t seem to get it to start. It crashes when I try to start it and I get the vague microsoft error pop up that doesn't give any details.  I have xna 4 and already tried reinstalling it and rebooting the computer, but it doesn't work unfortunately.

Using laptop with win xp sp3.

Yup, same here on my win7 laptop.

Other Announcements / Re: Roguelike Radio podcast
« on: June 25, 2013, 07:49:38 AM »
New ep on Let's Play videos:

A cool idea that surfaced was developers recording Let's Plays of their own games, with commentary about why certain things are designed the way they are. Would give some really great insights!

Oh, that's an awesome idea! I'd really love to see that. :D

Programming / Re: 32x32 fonts?
« on: June 13, 2013, 02:58:22 PM »
Hmm, I could only find one 32x32 tileset on that page. It looks very nice, though, and appears to use the same format as the one in libtcod like you said. But some of the tiles appear to be DF-specific tiles rather than fonts. I guess this isn't too bad, since most of the ones that matter are still fonts, but it still leaves me wondering if there's a tileset like that that's strictly font only. If one doesn't exist, then that one looks pretty good; thanks!

Did you try this one? It's straight CP437 with no DF tiles, as far as I can see.

Programming / Re: 32x32 fonts?
« on: June 12, 2013, 07:45:57 PM »
Well the DF wiki's tileset repository has all kinds of awesome fonts in all formats, if I remember correctly there is at least one in 32x32 size, along with other unusual sizes. DF uses basically the same arrangement as most libtcod fonts, with the notable difference that the vast majority of libtcod fonts has the subpixel characters replacing some greek characters.

Programming / Re: Game Idea Folder
« on: June 10, 2013, 12:19:21 AM »
So very, very much. I tend to do heavy design-work before implementing things, which is why I always keep a folder overflowing with ideas on my desktop. And a small notebook which I use when I'm somewhere without my laptop.

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