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Messages - Ancient

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Design / Re: Stealth RL ideas?
« on: March 25, 2017, 11:48:15 AM »
Nice tech demo. Note that you can enter some obstacles diagonally if you hold two movement keys at once.

Programming / Re: Perma Death Independant Of Save File?
« on: March 09, 2017, 01:44:26 AM »
I was wondering, is there a way to make perma death of MC independent of a save file? At least for Rogue likes, it seems like a lot of those that aren't executables can be rigged by backing up the save file in a different folder.
What is a MC? Also, it is roguelikes, not Rogue likes. The first is a game genre, the second is a number of acts of liking a certain Rogue. Permadeath is one word. What do you mean with games that are not executable? If something is not executable you cannot run it and therefore cannot play it. It can be still freely copied without any trouble though.

There are a lot of ways to store your saved game outside of copyable save file. However, the only foolproof method known so far is to have whole game play over ssh or using dgamelaunch or similar software. Otherwise you can only make cheating permadeath harder, even so hard it is not worth defeating but never unbreakable.

First, decide if you want to spend your time deterring cheating. If yes, how much time. For many developers this answer is usually "zero seconds". The time spent implementing cheating defenses is not spent improving your game. POWDER even goes a bit into supporting save scumming while explicitly warning player that the action taken is cheating. I recommend against spending time enforcing permadeath.

Programming / Re: Organized method of scripting games?
« on: March 05, 2017, 04:49:54 PM »
A similar thought has crossed my mind too. Humans can also write semi-random nonsense though. Someone without a faintest knowledge of English trying to go by some online translator for example.

What I'm wondering is, what would you call something like this?
A completely incomprehensible post. I am unable to piece together meaning behind any of your sentences.

Traditional Roguelikes (Turn Based) / PRIME gets a proper license
« on: March 04, 2017, 02:39:04 PM »

Time to come to terms with halted development of the game. This happens to hobby projects everywhere and Prime is neither the first nor last to experience such thing. The source was since long available but lacking a proper license, people are having doubts whether it is a good idea to make a variant or try taking it further. It has not stopped me or Psiweapon since we got on Cyrus' unofficial permission pretty fine but it is a real problem.

To address that from now on version 2.5 is released under Aladdin Free Public License. Visit for download or use this link. This is a source code only release. 2.5 does not differ significantly from 2.4a in non-technical aspects.

A somewhat frequently asked question might be why Aladdin license instead of something more common like GPL or more free like MIT. Trick is we do not possess the rights to sell PRIME and consequently cannot grant it to anyone. Free software licenses and many open source licenses typically make that allowance thus we cannot choose them. If you really, really want to sell the game or slap GPL on it you need to obtain the permission for commercial usage from the only person who has this right to PRIME sources - Cyrus Dolph, author of ZapM.

Design / Re: More Limited User Keys?
« on: March 04, 2017, 01:46:40 PM »
I'm still waiting for the game where you can eat a scroll.

I have just the thing you need! Behold ... The Slimy Lichmummy!

Note that eating scrolls besides granting single health point has 50% chance of killing you by choking. However, if you have polymorphed into unbreathing feel free to eat all the worthless scrolls you have. You will still choke but "fortunately, you do not need to breathe" and finally get it all down.

The Slimy Lichmummy also features eating swords (you cut yourself up and die), shotgun shells (you die of lead poisoning), potions (game says "let's hope it emerges in one piece", no other effect) and seaweed cloaks (this actually makes sense and additionally can you identify unknown seaweed cloak that way). Oh, you can also eat shoes with the same risks as with scrolls. Yes, it also heals you for that single hit point if you do not choke.

It made me regret Prime has no eating besides digestion mutation. Those cyborgs could then eat floppy disks of antivirus to obtain cure poison effect.

About the topic itself. I do not think less keys ruins a game. In the contrary roguelike with less keys is easier to learn. On the other hand I really like having quick keys for everything and considering the depth of typical traditional RL it is likely to offer lots of options for the player. If each of those is to be available as a single key command in non-modal gameplay be ready to bind lots of them.

There is one distinct advantage of your approach. If you only need six commands you could skip doing key remapping feature.

No, UMoria is not exact port of VMS Moria, although it is the closest thing you can get without doing some nontrivial work. The reason for introduction of many changes is original Moria was in Pascal while UMoria is in C. Nonetheless it is basically the same thing from user perspective. In my opinion you can reasonably treat it as valid continuation of original game.

In order to have VMS Moria available on modern platforms you would need to create another UMoria or do what I have done with BOSS (a variant of VMS Moria) - port it to Free Pascal.

Classic Roguelikes / Re: Last console version of Angband?
« on: December 21, 2015, 03:01:15 AM »
Here is SAngband.

Next: Steamband. (or Hellband, if I manage to figure it out)

Traditional Roguelikes (Turn Based) / Re: Slash'EM Extended (now at v151)
« on: December 17, 2015, 09:55:21 AM »
As far as I know the weird rooms with lots of lava, water, sinks, toilets, iron bars are a feature. A quite nice one. What I see on the screenshot is map-refresh disable activated - a negative effect (usually timed).

SLASH'EM Extended uses trap effects to damage user interface, as if NetHack's interface was not tricky enough to master. In my opinion this adds a little difficulty while taking away a lot of fun.

Found that bug. When player character is created the "tameness" variable is left uninitialized. This has character drawn in reverse and this is why creating new one helped. This bug is fixed. Also, I made sure to set right color when clearing message area.

Thank you for bug report Avagart!

Classic Roguelikes / Re: Last console version of Angband?
« on: December 09, 2015, 12:07:27 PM »
Thanks for the description, that refreshed my hopes. I made it closer today. Hellband compiles in console mode without expecting some menus but one has to pass -n parameter to get new game. Not what it is supposed to do, I think.

Traditional Roguelikes (Turn Based) / Re: Nethack (now at v3.6.0)
« on: December 09, 2015, 12:05:17 PM »
Happy times, indeed.

Have not checked the enter message yet, but could you please send me the savefile? My email is shown when you start PRIME.

Gray torc gives telepathy of range three squares. Range increases further when you debug or optimize. See property.cpp for this.
Finally, I have finished the spoiler. It should be a good start.

Ah, you are playing a ninja! When you are camouflaged clerkbots do not see you dropping stuff and fail to make an offer. Make yourself visible and selling will be possible. Seems like camouflage feature works inconsistently.

Classic Roguelikes / Re: Last console version of Angband?
« on: December 07, 2015, 05:24:46 AM »
Hellband compiles but does not have the menu bar with "File" and is thereby unplayable. I have no idea what I am doing wrong. Perhaps newer compiler is to blame or the fact Windows box lent to me is Vista instead of XP unlike previous time. So, no console build for Hellband I am afraid. :-(

As compensation here is CthAngband. Please tell me whether it works for you!

Next week: SAngband 1.0.2, unless you have better target.

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