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286
Traditional Roguelikes (Turn Based) / Re: X@COM Tech Demo (ARRP 2011)
« on: September 25, 2011, 10:48:57 AM »
Doesn't immediately run (WinXp sp3) because "MSVCR100.dll not found" and "MSVCP100.dll not found"(here and here they are).

After downloading those files and putting them in the XCOMRL folder, I receive another error "impossible to find entrance _invalid_parameter_noinfo_noreturn in the procedure of the library dynamic link MSVCR100.dll".

FFFFFFUUUU
I think you need to install the Microsoft Visual C++ Redistributable package.

287
Traditional Roguelikes (Turn Based) / Re: Infra Arcana release 8
« on: September 24, 2011, 11:56:29 AM »
I've added most of the interface improvements suggested here, and I liked them so much that I did a quick release:

Release 8.1 (September 24, 2011)
http://infraarcana.wikispaces.com/Downloads

New features
*2 new unique monsters
*The tab key performs a melee attack vs an adjacent monster

Fixes & changes

*The FoV is more permissive with walls (especially corridors and corners)
*Default aim position is at last monster attacked
*If there is only one adjacent door, the 'close' command does not ask for direction

288
Temple of the Roguelike / Re: Send your banners!
« on: September 22, 2011, 09:34:46 PM »
Here's my banner for Infra Arcana:




Link to image: http://infraarcana.wikispaces.com/file/view/IA_banner.gif/257215898/IA_banner.gif

Link: http://infraarcana.wikispaces.com

Btw, the quote in Latin says:
"Devils work so that things which are not appear to men as if they were real".

289
Traditional Roguelikes (Turn Based) / Re: Infra Arcana release 8
« on: September 22, 2011, 01:59:44 PM »
Quote
For door auto-opening you can set it as a config option.
Good idea.

Quote
For auto-attack I suggest you have an order of preference (E, NE, N, NW, ...) when fighting numerous enemies so the player at least knows what to expect.
I'm going fix targeting for ranged weapons, so that your target is the last monster fired at. Auto-melee should attack your current target if adjacent, otherwise attack something else and set that monster as target. The order of preference here is a good idea when there is no adjacent target.

290
Other Announcements / Re: Roguelike Radio podcast
« on: September 22, 2011, 01:50:40 PM »
Nice to hear that you're considering IA. I agree that it's a little early for this sort of review. I think at least monster spell casting should be expanded first, and there needs to be more unique monsters (these are my prios for next release).

291
Traditional Roguelikes (Turn Based) / Re: Infra Arcana release 8
« on: September 21, 2011, 06:45:07 PM »
 8)

New line-drawing algo implemented (Bresenhams), plus a little FOV-hack.

The result is very nice!

+More permissive FOV.
+Corridors light up when you enter them.
+You can easily see corners.
+Projectiles have a much nicer and smother travelling path.


Edit: Nvm, Bresenhams caused some undesired behaviour (intrinsic to the algorithm). I still kept the hack though which works very nicely. Corridors and corners light up much better than before.

292
Traditional Roguelikes (Turn Based) / Re: Infra Arcana release 8
« on: September 20, 2011, 09:06:18 PM »
Ah, no that feels very much like a distinctive DoomRL mechanic.

In IA you wait around the corner with an axe.  It's easy to lure them out. :)

293
Traditional Roguelikes (Turn Based) / Re: Infra Arcana release 8
« on: September 20, 2011, 08:34:55 PM »
Quote
The game's been pretty tough on me so far though. That's not a problem,
Yeah I wanted it to be challenging from level 1, instead of having to play for 20 minutes before actually having to think about the moves.

Quote
If there's only a single door to 'c'lose, it should be automatically chosen
I read a debate on this at RGRD, and I'm leaning towards explicit commands myself, rather than the game interpreting what you want. But in this case it's probably a good idea since you do a lot of door closing. I'll try it.

Quote
Since the monsters tend to move about and not line up in corridors a lot, it would be nice to have something like Crawl's tab to hit the nearest monster
I wasn't aware of this feature, so I started up DCSS now, and wow that's a neat feature! I'll definitely implement this. But how do you handle cases where the player is next to several monsters? Does it choose one randomly, or just ignore the command?

Quote
'w'alk from ADOM or, if you're feeling ambitious, aut'o'search from Crawl would be a really nice addition
Maybe the walk command. But not auto explore, the map is too small so it's not as worthwhile.

Quote
Also, this is just aesthetical, but I prefer FOV to be more permissive (at least enough so that you see the walls of a corridor you're in)
Yes I've heard this elsewhere. I agree that it's too unpermissive and I'm looking into changing the line drawing/LOS algorithm.

Quote
Oh, and one more thing: Permissive aiming. How about it? I really don't want to go into that room with the tommy gun-wielding guy when I know I could just kill him from the door like in DoomRL... except I can't since the aiming line goes through a wall
I don't know what you mean by this (and the thread doesn't make it clearer either). Do you mean you can see the guy but not shoot him? That should never happen since the FOV and the aiming-line uses the same line algorithm.

294
Traditional Roguelikes (Turn Based) / Infra Arcana release 8
« on: September 20, 2011, 06:07:02 PM »
Well, I missed the ARRP-weekend by a few days but here it is.

Release 8.
http://infraarcana.wikispaces.com/Downloads

Highlights are potions and special rooms. Insanity is also more intuitive now I think.

New features
*Potions (14 types)
*6 new scrolls (some old scroll effects are now potions instead)
*Special rooms with descriptions and various effects
*Some rooms give temporary shock (restored when leaving)
*New trap: Spider web
*Flying creatures actually fly (can fly over chasms, acid, etc)
*New terrain types:
~Water (slower walk speed, dodge penalty)
~Blood (slower walk speed, doge penalty, causes shock)
~Acid (does damage)
~Mud (much slower walk speed, heavy dodge penalty)
~Chasm (only flying creatures can pass)
~And a few more...
*New symbol for gravestones
*New symbol for impassable rubble

Fixes & changes
*"SAN" (sanity) changed to "INS" (insanity) in the interface. Counts up from 0%. The values are called "insanity" and "shock" (or stress)
*Insanity increases when shock reaches 100% (instead of randomly happening when shock is high)
*The backstabbing skill gives highest dmg +50/100/150% extra dmg (was +50/100/150% added to rolled dmg)
*The XP info in the interface is of the format LVL: [level] NXT: [xp remaining for next lvl]
*Disease last much longer (but there are two types of potions that removes disease)
*Sadism does not decrease shock for killing LVL 1 creatures (rats, spiders...)
*A bug caused monsters to cast spells even while unaware
*Smoke was not erased when switching level
*Unseen cells are darker than in previous versions, and very slightly coloured blue
*The line under unaware monsters is blue instead of white
*When reading a scroll of summoning, the scroll identity is always revealed
*Fixed a typo when reading scrolls

295
Traditional Roguelikes (Turn Based) / Re: Infra Arcana r7
« on: September 04, 2011, 08:50:58 AM »
Just like with pharmaceuticals, the potions are marked with Braille to help the visually impaired.

But seriously though; The potion you actually drink could be randomized, with a strong bias towards the one you chose.

296
Programming / Re: Automated testing
« on: September 01, 2011, 11:48:30 AM »
Quote
but there's nothing wrong with doing a quick bugfix release - indeed, most people appreciate fast releases.
Good point.

297
Programming / Automated testing
« on: September 01, 2011, 10:53:05 AM »
I've found myself creating bugs in my game lately, caused by dumb little oversights in the code.
For example:
Code: [Select]
if(OTHER_IS_AWARE == true) isBackStab = true;when It should clearly be
Code: [Select]
if(OTHER_IS_AWARE == false) isBackStab = true;
It's often trivial to find such misstakes, but it sucks when I discover it after a release.

I wonder how others deal with this. How do you prevent it? Do you have automated testing?

I did some reading on unit testing, but it seems like overkill for a one-man roguelike project, and I don't really have the time to implement it.

One idea I have is to have the game print lots of info to a file by using cout. Then I have a separate program that reads the stdout.txt file. It can check for example how many points the player put in various skills, and see if the resulting damage et c match what the skills are supposed to do.

298
Other Announcements / Re: Roguelike Radio podcast
« on: September 01, 2011, 06:48:10 AM »

299
Other Announcements / Re: Roguelike Radio podcast
« on: August 30, 2011, 12:05:20 PM »
Very nice idea indeed! Looking forward to listening.

300
Programming / Re: Web Hosting
« on: August 30, 2011, 05:48:41 AM »
Using wikispaces myself. Works fine.

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