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Messages - Gamer_2k4

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Other Announcements / Re: JADE
« on: March 29, 2008, 09:48:50 AM »
70 mb? I'll wait until there's a youtube upload ;)

Actually, you can get some pretty wicked RAR compression: (1.2 MB)

EDIT: The link works properly now.

And to all the people who said, "It just looked like a bigger version of ADOM," guess what? That's EXACTLY what it is.  The name means Java Ancient Domains Engine.  In other words, it does all that ADOM does, except it's in a different language and allows for more stuff.

Other Announcements / Re: #rln Temple of the Roguelike IRC chatroom.
« on: March 10, 2008, 07:13:53 PM »
What is the new channel you dudes are in? rln is empty

Well, I think some people use #rgrd on QuakeNet.

Other Announcements / Re: How many 7DRLs in the 7DRLC
« on: February 28, 2008, 07:50:23 AM »
Is it against the rules to know what you're going to do for your 7DRL down to the smallest detail before the start date? (As much as that can be planned before the bugs destroy your plan.)

I sure hope not...for me, the 168 hours is reserved solely for coding.

Programming / Re: fov: radial or square?
« on: February 09, 2008, 11:10:30 PM »
It's up to the developer, I think.  Square FOV is correct based on gameplay mechanics, but radial FOV looks a heck of a lot nicer.  Also, I've been playing roguelikes for years, and I've NEVER heard a player complain about circular vision.

Traditional Roguelikes (Turn Based) / Labyrinth of Reptoran v0.2.8 Released
« on: February 08, 2008, 06:49:38 AM »
After receiving suggestions from r.g.r.d., Roguetemple, and one person on the Reptoran forums, I've updated LoR to include some of the requested features.  Here are the major ones:
-There is now a "previous messages" screen
-You are now informed exactly what skill was increased when you level up.
-Fog of war is now an option, (you remember the location of monsters and items, even if they move away from that spot)
-Your inventory can now be managed from the equipment screen, without requiring the clumsy wear and wield commands.

If you find bugs or have suggestions, please let me know here or on the official forum.

Roguebasin page:

Version History:

Programming / Re: Labyrinth of Reptoran
« on: February 06, 2008, 10:37:56 PM »
5, 6) According to the first part of the readme file, 'w' puts an item in its proper slot, 'W' put an item in your right hand, 'x' switches the items in your hands, and 'X' switches the items in your "right hand" and "ready item" slots.
It was confusing.

Quote from: the readme file
w: wear an item (weapons and shields go in the "Ready Item" slot)
W: wield an item (puts an item in your right hand and treats it as a weapon)
X: exchange the items in your "Ready Item" slot and your "Right Hand" slot
x: exchange the items in your "Left Hand" slot and your "Right Hand" slot

I thought it was pretty you have any suggestions as to how to improve it? (The documentation, not the interface)

Programming / Re: Labyrinth of Reptoran
« on: February 06, 2008, 07:02:55 PM »
- put starting items already in inventory/readied (try to avoid repeating tasks always in start game (like visiting Terinyo in ADOM))
- optional , for pick up command (for Nethackers)
- interactive e screen (can wield/wear/etc. items there)
- what is the purpose of "ready item" slot? (remove that)
- can't wield a weapon (it goes to "ready item" slot) though X seems to do the job (unintuitive!)
- after using X everything goes to right hand slot! (when trying to Wear something)

1) It'll be like that in the real game; don't worry.
2) Why not; it'll be easy enough to implement.
3) Yeah, that's been a pretty common suggestion.  I'll change that soon.
4) It takes the place of the "ranged weapon" slot, but is more generic in case the fighting situation changes.  One moment you'll be dual-wielding swords to take on an enemy with a lot of HP.  Next you'll be dealing with a monster with high attack (quick switch to a shield).  It's basically a feature to simplify tactics and multi-tasking.
5, 6) According to the first part of the readme file, 'w' puts an item in its proper slot, 'W' put an item in your right hand, 'x' switches the items in your hands, and 'X' switches the items in your "right hand" and "ready item" slots.

The game went into an infinite loop, I guess, at dungeon generation. I was going down the stairs to the 3rd level, and CPU usage got stuck at 100%, and I never got to see the next level.


Blocked again on level 3, going down to 4 :( That's one more level I played though ;)

That's really strange.  It's happened about 5 times to me over the course of several dozen (at least) characters; and here, twice in a row, the only times you played it? I'll definitely need to look into that.

Also, thanks for all of the compliments; a developer loves to get feedback (especially positive feedback =D ).

Programming / Re: Labyrinth of Reptoran
« on: February 05, 2008, 06:02:47 AM »
Update! I've released the first public beta:

Full details are here:

This is the big day: The first public demo of Labyrinth of Reptoran.  This is a pretty big deal to me; I've been working for about five years (off and on, in several languages, with more than my share of rewrites) to get this program to the point that it's at now, and I'm very satisfied with the results. Development is moving along smoothly, and I hope to get the majority of the game done by the end of this year. If you like the game or have suggestions or bug reports, feel free to post here or on the forums.  Details about playing the game can be found in the included readme file.

Roguebasin page:

Version History:

Programming / Re: Action Points?
« on: February 04, 2008, 07:51:25 PM »
the fudge system of using "very good" for skills instead of "75/100" its pretty good and works well.

It's too general for me.  If I'm "very good" with both swords and hammers, but my actual stats (unseen) are 75 for swords and 80 for hammers, I'd like to know that.  And if the difference isn't significant enough, then why is it on a scale of 0-100 instead of, say, 1-10?

Programming / Re: The 7DRL Challenge Thread
« on: January 31, 2008, 09:51:03 PM »
Well, looks like I'm scheduled to make the third game in my miniseries.  The first, Magic Monsters, was a successful 7DRL entry about a year and a half ago.  The second, Ancient Artificers, had a good core concept but the scope was too vast and I didn't set aside enough time to work on it.  As of right now, it is incomplete.

But the third game...

Mechanized Monsters will use my patent pending 1HRL engine.  1HRL stands for "One Handed Roguelike," and uses the number pad exclusively.  More details can be found here and here.
The point of Mechanized Monsters is to build a magical bodysuit from pieces lying around and gleaned from your defeated enemies.  Eventually you'll be powerful enough to be the big bad, the king foozle, whatever you want to call it.

Theres almost no better way to learn a programming language than to write a (small but non-trival) project in it - Roguelikes are probably a perfect fit.

Incidentally (and Slash, you may want to make an announcement about this or something), the Annual 7DRL Challenge is right around the corner.  Participants have one week to make a playable game from scratch, and after 168 hours they present their creations.  It's a good way to get something accomplished, instead of putting of your main project like so many of us do.

Call for dates:

Programming / Re: Action Points?
« on: January 26, 2008, 05:20:25 AM »
Joshua, a speed system is actually a pretty common element in a roguelike, even if it's not readily noticeable.  I'm sure almost all of the Angbands have it; so does Gearhead, ADOM, Nethack, and pretty much any other major roguelike.

Stu, that idea sounds pretty good.  I might borrow (steal) it for my game.

Presently I use a count down system.  Each turn, if an actor has a positive amount of waiting time left, they subtract a certain amount from that time (determined by their speed).  If they have zero or less time remaining, the actor is allowed an action.  That action adds a certain number of points to the waiting time, and the process restarts.

Programming / Re: Randomized monsters and XML
« on: January 25, 2008, 06:04:43 PM »
I have StartingInventory objects that hold a list of objects for each location of the body.  When a monster is given that particular starting inventory, they pick one random item from each list.  This way you can have goblins with crude clubs or spears, but they won't ever have heavy lances.

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