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Messages - Omnivorous

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61
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: January 08, 2010, 11:41:47 AM »
AmnEn: Haha! ..I mean, I feel sorry for you :x Roguelikes sure know how to put its players in place! ;)

dweller: Nice! Mountain Dwarves is quite fun ^^ I basically had the exact same death but with my plain Berserker. I'll be much more careful at the bottom of Elven Halls next time, or maybe just save that level for later! I'll post it when thread gets to next page. Hmmms, I think maybe it's a better idea to do like someone suggested - putting the list in a separate thread.

I'll do that now

62
Temple of the Roguelike / Re: Java applets in posts?
« on: January 08, 2010, 11:34:52 AM »
Ugh, yeah I don't like the thought of having a java-applet thrown in my face when I open up a post in a forum :P

63
Temple of the Roguelike / Thomas Biskup interview?
« on: January 08, 2010, 11:33:44 AM »
Where'd part 2 go? :D

64
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: December 21, 2009, 01:01:27 PM »
REST IN PEACE EXPLORERS OF THE DUNGEON.. THESE BRAVE ADVENTURERS SHALL BE REMEMBERED...

(1) 210030 Numeron the Severer (level 18, -26/163 HPs)
(2) 72034 PerKiller the Black Belt (level 14, -2/106 (122) HPs)   (Player: Omnivorous)
(3) 31629 Karzack the Hacker (level 13, 0/132 HPs)
(4) 24878 Moprog the Frost Mage (level 12, -12/77 (85) HPs)   (Player: dweller)
(5) 4300 Karis the Slicer (level 10, -2/56 HPs)   (Player: Archaalen)


Color-coding: No Runes, One Rune, Two Runes, Three Runes, Three Runes+, Orb of Zot, All Runes+Orb, Winner!.


65
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: December 02, 2009, 12:39:53 AM »
Alright!! You hear the frantic ticking of an ancient clock.

If noone complete Crawl within 3 days from now, I SHALL MAKE THIS THREAD, ALONG WITH ALL ITS' CONTENTS DISSAPEAR!!


...not really, but come on guys! Noone making Crawl-runs atm? I will finish this Merfolk Wizard I've been playing for weeks, and perhaps re-roll if I kill it off too soon! :)

66
Off-topic (Locked) / Re: Please help me plot a new PC
« on: November 27, 2009, 11:23:48 AM »
Motherboards are generally cheap. Unless you want some fancy schmanzy state-of-the-art 600$ thing, just because it has "that new feature that nothing yet really uses". There is a difference between good and bad motherboards though, and it doesn't really vary in price accordingly.

1) Google for some recent reviews on low-cost motherboards.

Stability: I've had 3 PCs since 1999. After LOTS of trouble (random crashes, freezes, reboots, overheating) with my PCs before that, I switched to AMD-processors instead of Intel. Honestly, on all of these 3 PCs, they've been so stable that I've been able to just let it stay on for almoast a year, and still do work on it/play fast-paced 3D shooters, etc. (With exception of when I had Windows ME installed xD)

2) Sturdyness, solid power, stability - Get an AMD processor.

3) RAM varies in price after speed/quality. Don't get the cheapest ones! :P It sucks when you've put together the computer, and it won't boot. Just because some cheap-ass RAM-chip was destroyed when you recieved it. (You can even find lots of reviews on new RAM-chips)

4) Video-card.. Again, after having lots of dreadful issues with other video-cards, I went back to Geforce this time. Geforce 8800GT was cheap (one year ago!) and now you can probably get a much better model for the same price. NVidia seems to be very compatible, versatile, yet powerful, at a low cost.

Throw in a cheap DVD-burner. Buy acouple of SATA-harddrives. Now you have an awesome computer! :) Mouse, keyboard and webcam aren't issues you have to think about when building the computer.

67
Off-topic (Locked) / Re: Realtime Roguelike
« on: November 27, 2009, 11:04:25 AM »
Also, I don't understand the motivation of turning RLs into realtime unless we are talking about multiplayer.

a much more thrilling experience. Maybe you've noticed that in the last 10 years most games (except boardgames, and some strategy franchise) turned realtime because cpu can handle the mechanics in realtime.  ;D

Well actually, that's the thing.. It's never a more thrilling experience, to me. The most thrilling experience I have, is in a tough battle in a turnbased RL, your HP so low that now it's too late for any "safe moves", now you just have to scan through your inventory and make the best out of the grim situation..begging that that bolt of lightning will take out the dragon, because it is most likely the last move you get in this battle!

All realtime RLs I've tried, have become a dull experience, because everything is always so simplified to make it possible to play. Diablo 2: leftmouse (attack), leftmouse, leftmouse, rightmouse (special), leftmouse, 1 (Heal!), 1, 1, 1, leftmouse, leftmouse, 1, 1, 1! Or as for "true" roguelikes: leftarrow, leftarrow, leftarrow, leftarrow, leftarrow..hp is low, flee! rightarrow, rightarrow, rightarro- :P

68
Other Announcements / Re: Torchlight
« on: November 27, 2009, 10:53:04 AM »
It's extremely easy though. I think it's safe to reccomend any ex-diablo player, and a roguelike-player to choose "Very hard". Atleast with the basher. He's died 2-3 times at level 30, and that was mainly due to me being greedy on potions..which is pretty silly since you gain alot more gold than you need to keep potions stocked.

69
"Daddy! Can I quaff some coca cola?!" "Awwww.. must I wield the pjs??:'(" "Mommy..Mommy! Can we please have meat ration for dinner today??:" And existential problems when they leave the house and get dissapointed for the tenth time, that the world didn't get randomly generated this time either!

Nah honestly I think kids are good off playing roguelikes if they have fun doing it. They might pick up some english. It teaches them how to think strategically. (Kinda like chess) Plus it's a lesson of "don't judge by the looks, it's whats inside that matters!" :) ...plus your geek-friends will be mighty impressed when you can brag that your 11year old daugther ascended in Rogue! ;D

70
Classic Roguelikes / Re: [ToME] Just how am I supposed to get in?
« on: November 27, 2009, 10:38:32 AM »
I am usually vehemently against the use of spoilers, but I find this circumstance totally perplexing, and it breaks my heart to leave the lady in such distress. HOW THE HELL AM I SUPPOSED TO GET IN THERE?

And a natural follow-up question (in absence of a good answer) would be..: why do you want to get into the 1x1 tile chamber ontop of the princess... :o


***SPOILER***

Remember to buy and equip a condom. You don't want to die of aids. :/

71
Off-topic (Locked) / Re: Symbian - Mobile Phones - Roguelikes
« on: November 27, 2009, 12:43:25 AM »
Heh, shortly after making this post I learned about the new Nokia phone, Nokia N900. It has Linux instead of Symbian, sooo... Takes care of that problem! :D Can't wait to sit on the bus and play roguelikes while listening to music!

72
Off-topic (Locked) / Re: Realtime Roguelike
« on: November 27, 2009, 12:40:11 AM »
Why have noone made a real-time multiplayer roguelike, like the modern MMOs/semi-MMOs do? I've seen this solution be used on a recent console-RPG, though I can't remember the name atm. Consoles have always had abit of a challenge with multiplayer, especially "massive multiplayer".

Anyway, the way it was done in this game in particiluar, which sounded really awesome, was that the game was actually single-player..but other players appeared in your game as "ghosts".

I've always loved the thought of multiplayer-RL, and played abit ToME.net..but it was way too hard, and it felt cumbersome and impractical. (Turns or ticks pass by actual time, not moves) I still love the idea of a multiplayer-roguelike though, and think that this is the area of the RL-world where the most potential atm lies. Also, I don't understand the motivation of turning RLs into realtime unless we are talking about multiplayer.

My ideas for a mutliplayer roguelike would in reality more or less be a roguelike like any other, with afew additional features and the social aspect of it. (Like merging a forum with the actual game)

The game's mechanics would be turnbased. Other players would only be seen as "ghosts" - you can see them run past you etc. but their movement don't affect -your- game's timeline.

You could also initiate "duels" with other players, where you both would be thrown into a random pit, and combat would be turn-based. You could also chat, and write posts on (a) ingame board(s).

Some epic quests could be to go to a certain area or level and kill a bossmonster (unless a player was already there as a boss) and if you succeded, you would now be the "boss" of this level till another player comes along, and if you beat them, you'd get some nice ability or whatever.

The game could feature an ingame highscore list. Perhaps certain achievements could give you an "extra-life" or just keep it hardcore instadeath-style...ooor remove the instadeath aspect alltogether, I don't know :P

73
Off-topic (Locked) / Re: Experimental Gameplay Project
« on: November 27, 2009, 12:26:35 AM »
There won't be DLC for the Wii, the game wasn't built with that capability.

DLC?

74
Other Announcements / Re: How do you like your roguelikes?
« on: November 26, 2009, 12:59:33 AM »
Yeah, I have Vista. And will be going Windows 7 soon. It wouldn't be a problem in Windows XP. Imagine playing roguelikes though in a tiny window that sits at the corner of your screen, covering one tenth of it. Colors all messed up, and horrible lag. It can be "solved" by decreasing resolution on the desktop, but that's not very cool either.

I use DOSbox. And even if it ran no problem in Windows, I might've still preferred my DOS-emulator.. :) It just feels so..cozy! DOS is so pure~ :D

75
Other Announcements / Re: How do you like your roguelikes?
« on: November 25, 2009, 07:21:27 PM »
You missed an option: I don't really care, as long as it's playable.

Well I think every true roguelike-player feels like that. Question is what do you -prefer- (with whatever you put behind that word, maybe a 3D-roguelike will come out that blows your mind, but until it does, perhaps you've had the best experiences with clean ol' ascii :)).

To me the ascii-graphics represent imagination. That's what usually separate good/bad RPGs; if the player gets so into it that the imaginary world he/she is tumbling around in becomes a part of them. With ascii you kinda don't have any options. You have to use your imagination, if you don't, you only see a screen full of letters! :)

I have tremendous respect for the 'T' in Rogue :D The yellow g's too early in a Crawl-game, etc.

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