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Messages - elwin

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Programming / Re: beyond python and curses
« on: February 25, 2016, 01:57:30 AM »
With pygame, you'll be using Surface.blit() a lot.  Font.render() if you're using ASCII, image.load() for graphics.  You'll need to learn how to use Color objects and the event queue to do anything interesting.  You may find the basic geometry in the draw module helpful.

Pygame has a lot of other features that you probably won't need.

I did not know about pygcurse.  I will add it to my list of potentially handy items.

Programming / Re: beyond python and curses
« on: February 22, 2016, 11:40:24 PM »
If you want to make a basic graphical interface, there's Pygame, which is relatively simple and highly cross-platform.

Player's Plaza / Re: Hi! New here
« on: February 16, 2016, 01:19:35 AM »
Welcome!  We do have an introduction thread somewhere, but you can't be blamed for not finding it.

Don't worry too much about not being an ASCII purist.  Getting used to text interfaces takes some time, and the graphical trend will keep on growing.  So don't struggle too hard because you think you're missing "real roguelikes".

You mentioned "people to discuss adventures in roguelikes with".  Did you mean sharing stories about the games we've played?  It would be nice to have more storytelling around here.  That was a big part of the old Usenet groups, but sometimes it didn't make the transition onto the Web.

If you like DCSS, they have a very active forum.  I don't think general gaming forums tend to discuss roguelikes much.

Classic Roguelikes / Re: For those who have played unix Rogue a lot
« on: February 14, 2016, 01:40:43 PM »
There are a few console players around here...

Three monsters of the same kind on one level is not uncommon.  Five would be rare, I can't remember running into more than that.  If you walk into a big treasure room you might find that many all on screen at once.  6 figures should be plenty for a board game.

I'd suggest not basing a board game too closely on the mechanics of Rogue.  All the walking through corridors and resting to heal would get boring if done by a group of players throwing dice instead of being automated by the computer.

According to Glenn Wichman's history page, he did the graphics for the Mac version.

Extracting the tiles will be tricky.  They appear to be 18x18 bitmaps.  You would be looking for a block about 1 KB long.  It would be in the global data section but would not contain any text data.  Distinguishing it from all the other data structures might be hard.  It would help to know something about the layout of ancient Mac binaries.

Your best option might be to convert the entire file to a bitmap image and see if any tiles appear amid the random fuzz.

Here's some screenshots of MacRogue:  One of them has an Ice Monster.

The C64 and PC versions had completely different graphics, but I don't know of any screenshots with monsters.

Classic Roguelikes / Re: Rogue - let's beat it
« on: January 19, 2016, 01:39:43 AM »
Well done!  First death with Amulet in the V5 dungeon.  You did it with surprisingly low max HP: 73 would be normal for that level.  And you recovered well from those mistakes.

I was thinking of playing some more this week, but you've used up all the two-handed swords, getting three in one game.

Another classic resurrects!  This has been a great month for roguelikes.

Maybe in this version I'll actually succeed in getting into a dungeon.

Traditional Roguelikes (Turn-based) / Re: Larn's comback
« on: December 30, 2015, 09:52:12 PM »
Being some kind of roguelike historian, I have a few questions.

Did you start from Larn 12.3 or 12.4?  Did you get the source from back when it still existed?  Is there a complete diff of all the changes you've made?  Do you plan to make changes to the gameplay as well as the interface?

I don't have any requests, just thanks for taking this project on.

By the way, I also maintain an XRogue fork at  Feel free to copy any bugfixes.

Classic Roguelikes / Re: Rogue - let's beat it
« on: December 18, 2015, 05:33:58 PM »
Since the disk was full, rogue wasn't able to put any data in your savefile.  I've fixed it so you should be able to start a new game, but the one you were playing can't be recovered.  If the game had previously been saved and restored, there might have been a copy in backup, but I've looked and there isn't.

Sorry about that.  I should have known this could happen.

Classic Roguelikes / Re: Rogue - let's beat it
« on: December 16, 2015, 12:28:36 AM »
The player is up again.  Sorry about that.  Writing a systemd unit file is now several steps higher up my to-do list.

@Squeeealer: I think you're expecting things like swords and high strength to help more than they really do.  The luck of what kind of monsters you run into still has more effect on your fate.

EDIT: Apologies for the latest crash.  The server found a new and creative way to break, by filling up the entire disk with 7 GB of log files.

Traditional Roguelikes (Turn Based) / Re: Nethack (now at v3.6.0)
« on: December 09, 2015, 12:32:47 AM »
This is surely the biggest roguelike news of the year.  Congratulations to the DevTeam on their astonishing reappearance.

Now I have to go compile it.

Almost all games generate each level when the player first enters it.  Some may make a few high-level decisions at the beginning, but most generation happens only when it's needed.

Most developers consider the player's actions affecting the RNG state a feature.  It makes level generation less predictable.  To get the exact same game twice, you need to both seed the RNG and make exactly the same moves.

You might want to check out HyperRogue.  It's set on an infinite (hyperbolic) plane, and it generates new cells each turn as the player discovers them.

Classic Roguelikes / Re: Rogue - let's beat it
« on: December 02, 2015, 12:59:37 AM »
Sorry Squeeealer, there's no Amulet on floor 24.  You have to keep going another two levels.  That's still an impressive run.

@Legend: I didn't know about the color version of 3.6.2.  I'll have to take a closer look.  I don't know of any similar mode added to 5.4.  Version 5.4 has some improvements to the UI, and it's been rebalanced, with a few added items and renamed monsters.  I think it ended up being slightly harder.

Classic Roguelikes / Re: Rogue - let's beat it
« on: November 27, 2015, 04:02:31 PM »
I can see that average score might be a bad criterion.  But I also don't want to reward whoever has the most time to spend playing.  So I came up with a plan.

There will be one scoreboard for average score, but you will need to play ten games to get on it.  That should even out the luck factor.  Then there will be another board with the best 20 games, where you can fight for the top places.

However, the real Winner of the Tournament will be the person who recovers the Amulet of Yendor.  If more than one player accomplishes this feat, they will share the title and the glory.  Anyone who finds the Amulet but doesn't win gets an honorable mention.  Maybe there can be little icons for making it to level 15, XL 9, etc.

If none of us can even find the thing, then we are all 100% failures, nobody wins the tournament, and we have to try again in six months.

How does that sound?

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