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Messages - Ancient

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121
Other Announcements / Re: Roguelike of the Year - getting the list sorted
« on: December 03, 2012, 10:29:30 PM »
Is Through on the list?

Yes. With latest release on October 20th it qualifies.

122
Other Announcements / Re: Roguelike of the Year - getting the list sorted
« on: December 03, 2012, 12:49:29 AM »
I think it's curious how no one questions things like murder and genocide being the premise of all these games but any sexual content at all immediately brings up questions and opposition  :P

Emphasis added is mine. If you were to replace the expression in bold with 'explicit and violent sexual content' I would be inclined to agree.

Plus, premise of most roguelike games is conflict, not murder or genocide. The latter two carry nontrivial penalties in quite a few games. Titles that feature only things that want to kill you excepted.

123
Other Announcements / Re: Roguelike of the Year - getting the list sorted
« on: December 01, 2012, 12:47:48 PM »
 You aren't including any of the erotic roguelikes? Why is that? It's your list, but I ask you to reconsider. Is it fear or discomfort driving you, or a real logical reason? Is there a difference? Really?

This was not aimed at me, but I did the very same thing for Actively Developing Roguelikes list so I might as well give my answer. Noxico was left out intentionally.

The thing is simple, really. I regard erotic games as genre of its own. Erotic roguelike would be aimed much more at providing player with some kind of sexual adventures than providing tactical challenges. So far, Noxico development goals confirm this. Thus, it is much more an adult game than a roguelike. Sex in games does not cause me discomfort. But to remain truly roguelike, it must be a tactical element like foocubi in SLASH'EM (where you even have celibate conduct tracked) or greys in ZapM.

Heck, I am one of the developers of PRIME. There we have aliens using anal probes on you of all the things. Internally, the probes deal violating "damage" type. You get sore butt timed intrinsic and penalty to speed because you need to walk bow-legged for awhile. If that is not including blatant sex references I don't know what is.

Our to-do list includes conduct too. Not getting probed by reticulans (or probing yourself for whatever reason) is planned to net you virginity conduct worth some additional points upon ascension.

124
I didn't really intend any special order (why would I?).

When giving few RL names off the top of my head I go for those that are most interesting but usually are not in the spotlight.

Powder was my first classic rogue. (...) You sound like you have something against it.

The post above may sound so but my thoughts are exactly the opposite. I blame it on my inferior command of English.

125
Incubator / Re: PRIME 2.0
« on: September 20, 2012, 10:55:12 PM »
What happened to searching? There is no Search command, but there is a Search skill (also Spot).

You don't see the cursor when looking at stuff, probably something to fix in the next versions.

Searching is invoked by resting in place. This was motivated by wild drive to lessen the number of commands but really that was not a smartest move.

Yes, cursor is missing. It was not implemented for graphical release. Yet.


One thing is sure: I have not implemented the walk on mouse scroll feature. The news surprised me. You see ... such event where a certain feature undeniably exists but no one remembers putting it in is only possible in IT. At least elsewhere it is rarely heard of.

126
Traditional Roguelikes (Turn Based) / Re: PRIME 2.0 (18th September 2012)
« on: September 19, 2012, 08:32:37 PM »
Thanks for chime in El Barto!

So goodbye noteye, I think it's better to fallback to Good Old ASCII :)
By changing a few lines in the makefile, in order to NOT include
NEMenu.cpp
NEUI.*
prime compiles with some warning, mainly about global.h.
These warnings were present in the previous versions too, although I didn't check if they are exactly the same.

Then, I changed the default interface to curses, by changing
bool noteye=true
to false in main.cpp.

I am clueless as to setting up Necklace of the Eye on Mac. Will ask Z about it. He might be able to help here.

As for removing NotEye support you do everything all right. However, there is no mention of changing LIBS line in Makefile. You should remove -lnoteye -lz -llua from the list. I am afraid functions exported by NotEye might cause conflict despite being not referenced directly.

Would you do something for me? I'd like to have the output of "make clean <enter> make 2> warnings.txt". It should create warnings.txt file with all the compiler complaints. Please send me this by personal message.

If everything fails I am working on adding a switch to makefile that will compile NCurses only PRIME. Though it would be great if Mac players could also see the sheer awesomeness of Psiweapon's art rendered in isometric and 3D view.

127
Welcome!

I play powder, nethack, dredmor, crawl, tome, and many more. I've ascended a bunch and my goal is to beat as many as possible.

I find it interesting that you name POWDER first. Is that list in random order or do you think POWDER has some outstanding gameplay quality?

128
Incubator / Re: PRIME 2.0
« on: September 19, 2012, 08:18:04 PM »
Main menu command is not listed at all. In our help menu we made slight progress from ADOM-like alphabetical list of commands but this is still not good enough nowadays. I hope to achieve something similar to what DCSS does. Commands grouped by category in neat tables.

Edit: Here is someone trying to compile PRIME and NotEye on Mac. We could use your help.
http://roguetemple.com/forums/index.php?topic=2063.msg21841#msg21841

129
Temple of the Roguelike / Re: Roguetemple running for 5.33 years now
« on: September 18, 2012, 11:56:29 PM »
Been three years here. This is certainly a nice place to visit.

The future? I need to write more reviews. Wait, take that back. I need to start writing reviews again. That'd be it for me.

130
Incubator / Re: Hydra Slayer
« on: September 18, 2012, 11:54:23 PM »
Make the slayer's corpse lack a head! That would be hydras' sweet revenge. :-p

131
Incubator / Re: Roguelike Bundle preparations
« on: September 18, 2012, 11:49:22 PM »
Whoa, look at that "1000" in Darren's post count number. You sure are spposting a lot!

2nd November, eh? Let me be blunt: PRIME + graphics = huge can of worms open. There is no way we can polish that beast until second of November. PRIME falls out of the Bundle despite our best wishes. We simply need to stop hurrying to met deadlines with it or we risk experiencing burnout. The game is a hobby project so it is a real threat for both me and Psi.

edit: Almost forgot. I will be providing feedback for new version Rogue Rage and LambdaRogue to make things more even. Then I'll consider stay of PRIME in the Incubator complete for now. We got tons of feedback for which we are grateful. Some conclusions still await implementation. There is lots and lots of things to do. Happy times!

132
Incubator / Re: PRIME 2.0
« on: September 18, 2012, 11:38:23 PM »
True, files above do use NotEye. I wanted to say you need to provide the front end shared library (or compile sources) yourself. These had a ton of problems so really nothing is lost.

Yes, plain ASCII needs to be invoked with "-a" instead of "-N --ascii". This is deliberate and employs NCurses by itself instead of relying on NotEye. Unfortunately it is not working on Windows because the game is relying on getopts() which is unavailable outside POSIX compliant systems. You need to reverse the test in main.cpp and recompile to force true ASCII at the moment.

Hmm. The game is supposed to say "Press F3 for Necklace of the Eye menu". For me it appears just below "send bug reports" line. Did you miss it or it really didn't appear? I should have changed welcome message so returning players would read it instead of just assuming it is as always.



Time to summarize Prime in the Incubator so far.

Goal I has been 60% met in its original form. However, the experience of trying PRIME under NotEye left both me and Psiweapon craving for more. We plan on overlay elements like DCSS has, some primitive animation (much like the ASCII mode does it), creating doors by stacking tiles representing color code, lock state, force field, etc. and introducing flavor pictures for items that need their type to be identified. If you identify purple ray gun as freeze ray gun the resulting picture will be that of purple ray gun with snow flake in corner. If you know item type but not appearance that also will be reflected. So more like 40% actually.

Goal II has been 95% met. There are no special rules of conduct for Yautja except not breaking a combi-stick.

Goal III has been replaced with polish. Pushed into our giant evergrowing to-do list it has high chances of being implemented in one of upcoming versions. Especially given that we have a tile for first skeletal robot already.

133
Traditional Roguelikes (Turn Based) / Re: PRIME 2.0 (18th September 2012)
« on: September 18, 2012, 11:21:11 PM »
I have learned to edit RogueBasin first and post announcement later. It turns out it is not enough to deter Getter from reminding us (or in this case doing it for us) to do something important. Kudos!

If this was not apparent we lost the momentum somewhat. However, everything is hopeful. NotEye has been integrated and adding improvements and features to graphical interface will be as smooth as adding to core game.

134
Traditional Roguelikes (Turn Based) / PRIME 2.0 (18th September 2012)
« on: September 18, 2012, 07:15:33 PM »
Name: Pesky Reticulans, Improvements, Moar Everything
Synopsis: Hacklike roguelike game with all kinds of aliens.
Version 2.0 (release #16) published 18th September 2012

DOWNLOAD: Windows --- Linux 32 bit --- Linux 64 bit --- Source code
Website: http://arcywidmo.republika.pl/prime/




I have one suggestion, and for all I know it may be heresy. If so, forgive me.

Hmm, developers here have strong grasp on how PRIME should be developed but this disclaimer seems a bit overblown.

I would really, really, REALLY like a quick way to switch between melee and ranged (or item 1 and 2) with a single keypress, without setting up a macro or whatever.

The switch to prepared from current weapon like NetHack does or switch from item keyed as 'a' to 'b like Crawl'. Plus vice versa of course. A great idea. Has been put on to-do list with high priority.

This is assuming that you don't want to have someone equip a ranged and melee item at the same time.

We can't do that really. There is no clear distinction what is ranged and melee weapon. There are items that have both qualities. Combi-stick and Smart-Disc spring to mind.

It is frustrating to have to switch back and forth between my lock-shooter and my mop, and since PRIME requires this sort of switching constantly, I feel that the process should be more streamlined.

True. I prefer to kick the lock door open as a janitor but once you have pea shooter it is good not to lose health to door kicking.

135
Incubator / Re: Epilogue Incubator Thread
« on: September 03, 2012, 06:35:53 PM »
Epilogue is giving wrong numbers when switching from two one-handed weapons to a two-handed one. It only considers your main-hand weapon for calculating gains/losses.

Help note "Begin" could give keyboard shortcut of praying. Otherwise I found them unobstructive. Good job.

Stats in main menu is another well done thing.

The fading of tiles not in your view should be accelerated every time you issue movement. Otherwise it looks quite silly when field of view fails to follow you. The fading effect makes good impression on me only when falling asleep. Getting blinded removes the monsters immediately but darkens tiles slowly creating disjoint experience. As if being blind made you stop see monsters immediately but everything else only one second later. Me, I'd throw away the whole thing altogether. Can't remember if it is possible to turn it off from options menu. If not, please add such possibility. If yes, thank you and I'll gladly turn if off next time I play.

Suggestion: add some effect (particle? glowing outline?) to altar of your god while in your view.

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