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Messages - jaydg

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16
Traditional Roguelikes (Turn Based) / Re: NLarn 0.7 released
« on: November 06, 2011, 09:30:04 AM »
Heh, just set aside the crazier things for a rainy day instead of discarding outright.   :P

Perhaps shoot for monthly or bi-monthly releases then along with the lines of keeping the todo list a tad leaner?   That would also hopefully keep the project in the headlines a bit more visibly and hopefully net some additional contributors since "out of sight, out of mind" is definitely a thing.

I think it might be best to use the model Jeff uses for POWDER: when there are enough interesting changes, release a new version. This way it is ensured that there is something new to try out without waiting eternally for some other features. A bi-monthly release would be nice, but I fear that I do not have enough time to produce something noteworthy in that time span.

Speaking of contributors: I've moved the code to a git repository on BitBucket, which should simplify participating a lot. The repo is hosted at http://bitbucket.org/jaydg/nlarn/.

Edit 03.06.2012: The code is on SourceForge again, see https://sourceforge.net/p/nlarn/git/.

17
Traditional Roguelikes (Turn Based) / Re: NLarn 0.7 released
« on: November 05, 2011, 12:54:57 PM »
Given the rather large leap this time around, what's the state of the roadmap looking like going forward?

I have a lot of plans, but less spare time than I used to have. I guess I'll drop some of the less realistic ideas and continue to finish the really missing features. And I'll definitely stop putting so many items on the todo list for the next release so that the chance of actually finishing something are higher.

18
Traditional Roguelikes (Turn Based) / NLarn 0.7 released
« on: November 05, 2011, 07:57:08 AM »
Hello everybody,

after more than a year finally a new release for NLarn is available.

Things added in this version include
  • ranged weapons and throwing of potions with improved and partially automatic targeting
  • secondary weapons and weapon swapping
  • a monastery in the town that heals and cures
  • searching for traps and traps on containers
  • coloured messages and help text

The full changelog shows what has been improved and fixed.
The game is available for downloading from Sourceforge for Windows and Linux.

Thank you, Ido, for bringing this dear project back to my attention  :D

--jaydg

19
Traditional Roguelikes (Turn Based) / Re: NLarn 0.6.1 released
« on: January 06, 2011, 11:59:17 PM »
Glad to hear you like it!

For the default dificulty setting, the time limit is no problem at all and leaves you a lot of time to mess around and hoard piles of gold after finding the potion. It should be more challenging with higher difficulties, but these are currently little tested and not balanced at all.

(Sorry for the late answer, I suffered from a kind of postnatal depression after releasing this)

20
Traditional Roguelikes (Turn Based) / NLarn 0.6.1 released
« on: October 22, 2010, 06:22:10 PM »
Hello everybody,

Finally a bug fix release for NLarn is available. This version fixes all know crashes and most of the annoyances which were present in the AARP release 0.6. The full changelog shows what has been fixed and improved. The game is available for downloading from Sourceforge for Windows, Linux and of course as source for everyone who would like to have a peep.

Many thanks to all the kind people who have commented on the last version! We hope you'll enjoy this game and as always love to hear from you!

Cheers,

jaydg

21
Traditional Roguelikes (Turn Based) / ARRP: NLarn 0.6 released
« on: September 19, 2010, 09:49:30 AM »
Hallo everybody,

we am happy to participate in this year's ARRP and announce a new release of NLarn!
This time it's a major release which adds tons of improvements.

Some of the highlights include:

  • Monsters are more interesting and better differentiated.
  • Added rivers and lakes.
  • Added an autotravel command ('T' and 'C').
  • Automated saving points allow continuing games after crashes.
  • Melee combat has been overhauled and works much better now.
  • Character stats have a greater impact on the game.
  • Nerf some of the more powerful spells.
  • Generally, blessed items are more useful than uncursed ones.
  • New items: amulet of reflection, potions of power, recovery,levitation.
  • Shake up monster generation by including "out-of-depth" monsters.
  • Altar prayer is more useful if you donate enough money.
  • Get rid of fortune cookies in favour of talkative town people.
  • Various interface improvements.
  • Squashed a couple of bugs.

Have a look at the list of changes and download it now!

We hope you enjoy the game and

-jaydg

22
Traditional Roguelikes (Turn Based) / Re: NLarn 0.5.4 released
« on: May 02, 2010, 06:40:58 PM »
Thanks for all the feedback!

When you pick up items from list it could be nice to get them with Return/Enter key also.

Usually it's no problem to press 'g' as all the stuff you really want gets picked up by autopickup. You can configure it with '@' or by defining it in the ini file.

Where the save file is placed?

Have a look at README.txt. The save file is stored where the ini file has to be placed.

* You should be able to (e)quip an item when you already have one equipped, the game should know to try and take the current item off. For example, when I walked over a spear and picked it up, I pressed "e" and the game said "you have nothing you can equip" which made me think maybe I wasn't spear proficient. But it turns out, the game just won't let you try and equip weapons if you've already got one equipped. That seems a little strict.

I'll think about it.

* You have ? for descriptions of items, but you have enough space on your screen that you could always display that dialog. If you moved the inventory list to the left just a smidge, you'd have enough room on your right hand side to always display that box with the weight and other properties of the item.

I intend to change the inventory dialog and have a permanent status line at the bottom, where the item's attributes can be shown. That should be much more intuitive and handy.

* When I stand over an item, I'd like to see some description of it like "You see an Orcish Short Sword" or what have you in the message log. If someone isn't familiar with all the symbology of the game, they might walk over a pile of sapphires without realizing it. Over and over again. And, again, it's one less keypress.

You mean like when walking over a throne or similar? I thought about it, too, and as you say it makes sense I think it makes sense  ;D

- what's the point of marble statues and mirrors? pressing D I see they are memorized as landmarks.. but what's the use of this?

If you vaporize statues a book will appear instead. Mirrors are less interesting, the just reflesct spells and vampires won't walk over them. So they are more a red herring than anything else.

- is it me or fountains effects are almost always bad?

There are some positive effects, but bad occur with much higher probability. I think that should be more balanced to make the fountain more interesting.

- when quasits, giant ants, centipedes bites, you lose strenght, dext, etc; is there a way to take back the lost points? I guess there is, because the affected attribute become red

That is only a temporary effect, the stats will return to the normal value after some time.

- turning autopickup on on every kind of item request some time.. and this have to be done everytime the game is loaded; I suggest for the next release to make the game memorize players' autopickup settings.

I will definitely do that. Meanwhile, if you configure autopickup with the configuration file, these settings will be used every time the game is started.

- btw, actually the game crashed two time with me (win xp, decent hardware) with autopickup turned on, so I stopped using it and the game didn't crashed anymore (EDIT: no, it still crashes :-()

Thanks for the report, I'll investigate that. I use Linux most of the time for development, so the windows version is by far not extensively tested.

23
Traditional Roguelikes (Turn Based) / NLarn 0.5.4 released
« on: April 30, 2010, 07:40:51 AM »
Hallo everybody,

I am happy to announce a new release of NLarn!

This release does not only feature tons of bug fixes, but also enormous interface improvements. Among the new features are fast movement and different speeds. Johanna Ploog, also known as jpeg, has contributed a lot of code and many brilliant ideas! Thank you, Johanna!

Read the full log of changes (rather lenghty this time)and  get your copy today!

I hope you enjoy playing the game as much as we enjoyed coding it.

-jaydg


For the unaware: NLarn is a remake of the classic from the eighties: Larn.

24
Traditional Roguelikes (Turn Based) / NLarn 0.5.3
« on: March 07, 2010, 06:02:38 PM »
Exactly one week ago I release a new version of NLarn into the wild but unfortunately couldn't find any time to announce it here until now.

Besides of many minor tweaks it brings true colour (yes, all 16 of them) and exciting 'graphical' effects for spells. All the changes are in the announcement; feel free to download your personal copy and play it as long as you like.




25
Early Dev / Re: Feedback on a few ideas
« on: February 15, 2010, 09:49:43 PM »
* I have an HTC Touch, my screen is 2.8" LCD touch screen with 240 X 320 dots resolution.

Unfortunately I have no idea how to work out a control scheme for a touch screen. Any suggestions?

Perhaps something case-sensitive like the BF2 in-game menus: tapping an item on the screen encircles it with available actions:

Code: [Select]

   pick up    whatever
          \  /
 move to - ? - look
          /
      read 
 

being the ? a scroll somewhere in the dungeon. Movement could work by ticking the @ and moving it interactively or ticking a known place in the dungeon and choosing "move to" from the context menu. I guess that should work just fine.

26
Programming / Re: Death in Roguelikes
« on: February 15, 2010, 09:31:32 PM »
I recently played through Castle of the Winds and enjoyed that very much. This game offers the opportunity to save and load the game at any time. So when I made a silly mistake, I just reloaded and continued from there.

That made winning the game very easy. And it really did not feel like a roguelike anymore, although CotW has everything that makes a roguelike game. And the funniest part of all: after having finished it once, the motivation to replay it is gone, despite the fact that every level will look different and every item has to be identified again.

On the other hand, dying in CotW is very boring; actually there is only one way -  being killed by a powerful monster. It's very predictable and would be frustrating to replay everything just because you ran out of healing potions.  So I guess there have to be lots of interesting ways to die as an reward for the endless effort to replay the game over and over again.

Rich Saada, the autor of CotW explains his choice to allow loading the game on gamasutra.

27
Early Dev / Re: Feedback on a few ideas
« on: February 15, 2010, 12:38:24 PM »
1) I'm making a roguelike game for mobile phones with J2ME. The game would require atleast 2MB of heap memory on the phone. Do you own such a phone and would you consider playing a (free but not open-source) roguelike? Since you're already giving out specs, what screen size does you phone have?

Yes. I own a Nokia 5800, which unfortunately has no keys at all, so you would need a completely different input strategy.

4) Do you think this is readable on your mobile phone screen without permanently damaging your eye sight?

I believe this would work for a very short time only.

28
Off-topic (Locked) / Re: Future of RogueBasin
« on: January 20, 2010, 12:13:06 PM »
Yet another issue - the infamous error 500:

Quote
Internal Server Error

The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator, webmaster@roguelikedevelopment.org and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log.
Apache/2.2.9 (Debian) DAV/2 mod_ssl/2.2.9 OpenSSL/0.9.8g Server at roguebasin.roguelikedevelopment.org Port 80

29
Off-topic (Locked) / Re: Future of RogueBasin
« on: January 17, 2010, 06:32:51 PM »
Another issue with the hosting shows up from time to time recently:

Quote
RogueBasin has a problem

Sorry! This site is experiencing technical difficulties.
Try waiting a few minutes and reloading.

(Can't contact the database server: User rogueliked_db3 already has more than 'max_user_connections' active connections (mysql1.scorpionshops.com))

30
Off-topic (Locked) / Re: Future of RogueBasin
« on: January 15, 2010, 05:02:23 PM »
If your free time is limited, Slash, my offer to aid you on maintaining RogueBasin is still valid.

The performance of the site has become very bad recently. Sometimes it refuses to answer.. Perhaps Björn should give the hoster a call?

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