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Messages - NON

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106
Off-topic (Locked) / Re: Why hasn't anyone done this before?
« on: June 24, 2013, 08:41:03 AM »
Quote from: ekolis
A mobile app that is a font editor.

It's a natural fit for a touch interface!
Quote from: ekolis
Probably less tedious than doing it with a mouse, though...


Really? ... I mean... really???

Is a touch screen useful for anything other than playing angry birds or candy crush? I can't imagine doing extensive work involving pixel-wise image manipulation on it.

With my stubby fingers :D

107
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.1
« on: June 16, 2013, 08:23:21 PM »
Quote from: Legend
Also, changing the scaling does not seem to be even possible in tile mode.
It's because the font dimensions must match the tile dimensions, so that means either using the 16x24 fonts unscaled, or the 8x12 font scaled to 16x24. The game only allows you to set a valid match.

Quote from: Legend
The tiles also seem to always be the same size no matter whether I'm using 8x12 or the 16x24 ones. Any way to make the tiles larger on screen?
No, the 2x scaling is just for the font.

If the tiles were scaled like that, they'd be 32x48 pixels, which means the game screen would be 2560 pixels wide :D

Though it could be solved with a scrolling viewport, I intend to try this for next release. Hopefully I can make it so the user can resize the window with the mouse, and for fullscreen the game picking correct size.

I also want to have a font that is not tied to the tile dimensions. I don't like the gigantic font you need to use with the tiles at the moment. Would be neat with a small font, to fit more text in the message log for example.

108
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.1
« on: June 16, 2013, 06:51:59 PM »
Edit: I managed to get the game to start again by deleting the config file.  I can change the font size when I start the game with no issues, but if I quit to the main menu after starting a game and try to change it, it crashes again and I have to delete the config file in order to start it again.

Edit 2: Tried a few things. same thing also happens if my character dies and I return to the main menu. Seems to specifically be an issue when turning off tile mode, being in full screen, and then changing the font from 8x12 to anything else.
It seems to me that it happens every time I have the following settings:
* Fullscreen
* 2x scaling
* Any font bigger than the 8x12 DOS-like font

If I set those options, it crashes for me. The order I set them in doesn't matter.

So it seems to have something to do with trying to set too big screen size.

Well, if you run ASCII mode in fullscreen, the 2x scaling is useless, since the screen will get stretched anyway. So don't use this combination of options.

If you don't use 2x scaling, do you see any problems then?

109
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.1
« on: June 16, 2013, 06:08:42 PM »
I started up a new game with tiles on, 8x12, x2, and fullscreen. I started the game up, the tiles were still a bit too small for me to see so I quit out to the main menu and went to the options menu. When I turned tiles off, the program automatically closed and now I can't seem to start it again.  Using winxp sp3.
Delete the file "config" in your game folder, and it will reset to default next time you start the game.

110
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: June 16, 2013, 03:34:17 PM »
Congrats on the release as the saga of SDL and SFML continues on into the horizon!   :P
Hehe, well I have little good to say about SFML ::). Whether it's because I did a crappy implementation, or there are fundamental problems with it, I will never know.

I consider it a failed experiment, and now I'll stay with good old SDL.

111
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: June 16, 2013, 02:39:45 PM »
Infra Arcana v14.1

http://infraarcana.wikispaces.com/Downloads

Miscellaneous
* Using SDL for rendering/input again (it seems more compatible with a wider range of systems)
* Dark areas now have less permissive field of view for spotting walls, previously it was easy to explore the walls in dark areas, whereas now you need to be adjacent to it - for a more atmospheric and oppressive feeling
* “Slimy” walls are now “Moss-grown” walls instead
* Added 15 more quotes to the main menu

New content and features
* Hit chance with ranged weapons is now affected by the size, speed and proximity of the target creature
* While aiming, you are informed what you are looking at, and hit chances are shown when aiming at monsters
* Monsters now avoid shooting each other (though there is still a small chance that it happens)

Balancing
* You no longer pick an ability when creating a new character
* The monster spawn rate on explored levels (spawning due to passage of time) is now lower
* The “Self-aware” bonus now has “Observant” as an additional prerequisite
* You now gain the mythos spell at 15% MTH instead of 10%
* Raised max character level from 21 to 30
* Greatly reduced duration of confusion caused by knockback
* Oozes now regenerate HP each standard turn instead of on their own turn (since these monsters are very slow, their regeneration occurred in bursts, which seemed erratic and unpredictable)
* Clear Oozes are somewhat easier to spot

Usability
* Floor cells lit by an Electric lantern, flare, burning creature, etc are now marked with yellow color
* The menu for picking a new ability also shows previously picked abilities
* The postmortem info shows gained abilities
* Renamed the manual to a .txt file, and removed all special formatting symbols from it - it should now be conveniently readable externally
* Changed texts in some screens (e.g. “Enter character name” -> “What is your name?”)
* Changed equipment screen command (wear, wield) from ‘v’ to ‘w’ (more traditional/intuitive key)
* Added a small delay per turn when waiting/healing/fainted/paralyzed
* Changed the “Kick/bash in what direction?” message to simply “Which direction?”, and vice versa for other actions
* Options for setting keyboard repeat delay and interval

Graphics
* Made layout changes to the main menu
* Made some changes to the wall tiles
* Changed the general color theme in the game - the “blood red” style has been changed to a teal style (inspired by how certain old black and white movies were tinted, e.g. Nosferatu)
* Added option to scale the font to 2x size (so you can for example use the small DOS-like font scaled up to a nice readable size) - if tiles mode is enabled, the scaled font must match the tile size
* Fullscreen can be toggled in the options menu, or by pressing alt-enter (fullscreen mode is highly experimental, it may or may not work for you)

Bug fixes
* Corrected a spelling error in an ability description
* Corrected a misplaced word in a monster description

112
Programming / Re: Brilliant Observations by My Brother
« on: June 03, 2013, 08:21:46 PM »
...
Hear hear!

Brilliant! Thank you for writing this. Agree with every detail of it.

Somewhat relevant video on the game design of early Megaman games vs modern AAA:
http://www.youtube.com/watch?v=8FpigqfcvlM

113
Programming / Re: Input system and the "-More-" prompt.
« on: May 17, 2013, 10:49:06 AM »
Is there so little screen space that messages have to fit into one line and the game flow needs to be interrupted with a "more" prompt?
I prefer it this way. If there's a lot happening at once (e.g. several monsters casting spells, attacking, etc), I think it's best if the game shows one thing at a time.

"Monster X casts a spell, you are confused -MORE-"

Alright, what's next?

"Monster Y throws a rock, you are hit! -MORE-"

and so on...

It's a good pace, and allows me to verify each event.

If I end my turn and get 6 messages (events) all at once (no -MORE- prompt) it's much more likely that I miss something. And besides, I think it happens too fast. When I'm in a critical situation I think it's much more suspenseful to just verify one message at a time, each one making you sweat more :)


And what happens if I'm in a room with 4 weak monsters throwing stones at me from the opposite side, and decide to walk over and melee them?
[...]
Similar lines should be grouped, and just show the number of times it was repeated. So 5 goblins swinging a dagger at you would only print:
"The goblin misses x5" (no -MORE- prompt)

Of course that only partly solves the problem you described above. But it tends to keep the prompts within reason for most situations.

Another disadvantage of the one-line message is that it can be easy to miss messages about discovering traps, or sensing a hidden monster etc. Because the message is cleared when the next player turn ends, if you just hold down the walk key, the message will only be displayed on the screen a small fraction of a second. With a multi-line log, the message will still be on the screen the next turn.

So yeah there's advantages and disadvantages of both systems. I'm not saying either way is objectively better, I just wanted to mention what I think is good about the single line message system. I don't think it's only some obsolete old crap (*cough*vi-keys*cough*) which should be removed without question.

---
A question for anyone:
With multi-line message logs, does it usually (traditionally?) use a -MORE- prompt as well, if more than 6 (or whatever the height of the log is) messages are printed between the player's turns?

114
Programming / Re: Input system and the "-More-" prompt.
« on: May 17, 2013, 07:41:00 AM »
Is there so little screen space that messages have to fit into one line and the game flow needs to be interrupted with a "more" prompt?
I prefer it this way. If there's a lot happening at once (e.g. several monsters casting spells, attacking, etc), I think it's best if the game shows one thing at a time.

"Monster X casts a spell, you are confused -MORE-"

Alright, what's next?

"Monster Y throws a rock, you are hit! -MORE-"

and so on...

It's a good pace, and allows me to verify each event.

If I end my turn and get 6 messages (events) all at once (no -MORE- prompt) it's much more likely that I miss something. And besides, I think it happens too fast. When I'm in a critical situation I think it's much more suspenseful to just verify one message at a time, each one making you sweat more :)

115
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: April 26, 2013, 10:18:18 PM »
Here's a screenshot: http://postimg.org/image/r5xoma3ph/

The strange effect just occurs at random intervals (not often enough to actually annoy me) and goes away as soon as I press a key. I've seen red and green so far :)
I have never seen anything like it in my life :D

Oh well, this will soon not matter more. The change back to SDL (software rendering) is almost complete.

116
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: April 26, 2013, 01:04:37 PM »
A more classic style:

'w' equipping and unequipping armor, gear and weapons.
'i' for inventory management
So that would be:
'w' - handle equipment (currently 'v')
'i' - browse backpack (same as the current command)
'e' - use items (same as current command)

?

Actually 'w' instead of 'v' does sound more intuitive! :)

117
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: April 25, 2013, 09:14:16 PM »
Nothing big, I find pressing 'v' for the equipment and such to be awkward.
How would you have it instead? Who knows, maybe I'll find your way better.

118
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: April 25, 2013, 02:32:50 PM »
Now and then, the screen gets weirdly colored, as if an aurora borealis descended upon the dungeon
Haha what is this now!? Never heard anyone had this problem before. It's not intended.

119
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: April 25, 2013, 02:30:14 PM »
is there anyway we could have configurable key bindings at some point in the future?
Wouldn't be too hard I suppose. Could happen some day.

I'm curious, what do you want to change the keys to?

120
Traditional Roguelikes (Turn Based) / Re: Infra Arcana v14.0
« on: April 24, 2013, 09:16:37 PM »
Trying to run:
Code: [Select]
~/data/spill/infra_arcana/ia_v14.0$ ./ia
./bin: error while loading shared libraries: libGLEW.so.1.6: cannot open shared object file: No such file or directory

Sorry to say, I'm not very familiar with using system variables to do stuff, so can't really tell you if LD_LIBRARY_PATH is the right one to use. Maybe you can simply provide libGLEW.so.1.6 in API/SFML/lib_linux_shared/ for all I know?
I'm pretty sure I tried this. Well, I've started the switch back to SDL anyway. I've had enough with SFML :P

In the meantime, could you please try to either-

1) run the game in Wine, or

2) install libglew1.6:
http://pkgs.org/ubuntu-12.04/ubuntu-main-i386/libglew1.6_1.6.0-4_i386.deb.html

?

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