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Messages - 5v3nd0ttg

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16
I have no idea what's going on in those spacehack screens.  But it's pretty!

Haha, I agree! I desktop dungeon by qfc is easy on the eye too.

17
Traditional Roguelikes (Turn Based) / Re: Deliantra 3.00 released
« on: June 10, 2010, 04:15:58 PM »
That game needs serious help with graphics.

I would have to agree with that. I'm not sure if I'd consider that "Ultima-ish" as Getter77 describes.

There are some pretty neat features implemented. I think if they had a designer refurbish their GUI it might explode a bit more with popularity.

There are roughly 3-10 people online at a time it seems.

I certainly wish them the best, the last thing we need is another dead and abandoned "MMORPG."

18
Traditional Roguelikes (Turn Based) / Re: Sharplike 0.2.0 released
« on: June 10, 2010, 04:09:06 PM »
It's definately good to see some more C# in the Roguelike universe. Certainly one of the nicer things since most of us who work with the language aren't relinquishing our code. *snickers deviantely*

On a side note, their homepage construction image is neat. (Attached Below in case it goes down in the future. Their website is available here : http://largerussiangames.com/)

I've ever seen with this kinda license and I'm not so familiar on the gist of it/Mozilla stylings...

That's strange because CPAL is one of the biggest licenses out there.
It's almost identical to Creative Commons Attribution License

CPAL: http://www.opensource.org/licenses/cpal_1.0
CCAL: http://creativecommons.org/licenses/by/3.0/

19
I'm thrilled at how easy it is to use, and how it only has what i need and not a billion other things, great work indeed.

Only downside really aside from little quirks is the info/cmd window... if i had an option to suppress it i don't see why when making tilesets I wouldn't use this program instead of photosh*. little overhead= <3

Thanks!

20
Programming / Re: A world with finite money
« on: June 03, 2010, 09:15:39 PM »
If the total money is static:

If enemies drop money there can't be a total money unless you pre-plan how many mobs there are and how much each are carrying. You could alternatively just stop dropping money when the cap is reached I suppose.
Shopkeepers money should be included.

If the total money is dynamic:

It should increase as money is dropped or money should stop dropping once the accumulated amount is the total money, (which should always include the shopkeepers money)

I personally loved this idea, perhaps making the shops prices not only dependent on item value but the amount of wealth the shopkeeper has compared to the world total wealth. This would cause the items to decrease or increase in price so that if the shopkeeper knew that he had almost all the money, he still needed to sell some items so would decrease prices by a certain percentage. There is a flaw with this however where it could be taken advantage of, a player giving all the money to one shopkeeper in result reducing the prices more and more the amount he purchases from him. This can be alleviated by capping the percentage of total price that could be reduced, or even allow it to have diminishing returns from the very beginning.

Certainly none of that is necessary. If he doesn't have money... well it's a RL, that's how the dice rolls.

---
T: Total Money
K: Shopkeepers Total Money
A: Amount of Money Available (T-K)
N: Number of Items
D: Quality of Item (1.5 = great, 1= normal, .5=horrible)
S: Standard Item Value (T/N)
C: Current Item Value (D * S) (D*[T/N])
I: Item Price Modifier= 1.2 > 1 - (A/T) > .8
{Don't allow item price to exceed 120% of it's normal value, or less than 80% of it.}

Current Item Price= I*C

I'm not going to spend too much time on this and make it too complicated but this is some fun stuff.

21
http://www.music-marks.com/

The complete sound track to Knights of Honor, with my favorites being Lost Battle, Bard's Tale, Handful of Sorrow, and Where My Heart Is. I listen to these all of the time, playing roguelikes or no.

I love it, thanks!

22
Other Announcements / Re: Project: Roguelike Renaissance
« on: June 03, 2010, 08:57:16 PM »
I just recently saw a chart that claimed that C is the most commonly used language again after some year of other languages being in the lead.

I'd like to see the link to that please. No offense, but that's absurd.

http://langpop.com/

It's a far cry to say it's the most popular. It certainly won't disappear for a while but there are many other viable languages out there and it should always depend on the programmer as it's entirely dependent on the scope of project and preferences he or she may have. During my studentship of computer science they taught in the beginning programming classes: Java, C, and C++.

23
Anyway why pay for a svn client?  Most people use tortoiseSVN.

I'm not here to argue with you. Yes, most people use tortoiseSVN because most people only need update and commit. If you're down to the basics I would agree with you, support your local GPL project.

Basically it's like downloading the entire Visual Studio Suite just to code a couple things in C#.

24
Other Announcements / Re: Project: Roguelike Renaissance
« on: May 24, 2010, 01:21:47 AM »
eventually, you will make a change that you want to revert.

I almost laughed at how much I agreed with that.

25
Other Announcements / Re: Book Watch '10: The Roguelike Evolution
« on: April 01, 2010, 08:19:07 PM »
"The Roguelike Evolution" book I'm writing is consuming much time. Expect few updates after next release until Publishing deadline in March."

Via the interesting place that will hopefully mention the Rogutemple under their Roguelike Resources section one day:

http://www.plos.isgreat.org/MainPage.html


One wonders how this will shake out come March'ish.   8)

With the March deadline, i didn't take under consideration three things: 1. 7DRL 2. How picky my editor is 3 I was getting married on April 10th. I'm working on a development section that will cover some basics on RL-Dev. I might release a chapter of the book soon however to make up for the botched deadline. I'm getting married here soon so I expect easily a week after I should have something available on pdf. Thanks for the post though, I appreciate it.

26
Programming / Re: Annual Roguelike Release Party
« on: March 31, 2010, 10:28:28 PM »
Hah, a Shockfrost Fair would be awesome  :D  Not sure it would be too productive though...

Haha, definately. As for the ARRP, I intend to participate. If found detrimental to the RL community, I'm sure it'll be canned. No reason not to give it a shot. :)

27
It's true, confirmed on both Vista x64 at work and my Windows 7 x64 at home. The game's fun, my 3 year old daughter thought the imps were scary dragons haha (I told her I was running around punching them because they were mean :P)... I had a tendency to look at the map a lot, a transparent overlay toggle map (similiar to one in diablo-esque games) would have proved tremendously helpful. All-in-all very cool!

28
Other Announcements / Re: One day until the 7DRL competition! Nervous?
« on: March 05, 2010, 10:12:38 PM »
Ruined my CPU and Mobo OCing it a few days ago, it'll be more of a 3DRL for me (pending the mail delivery time) but I'm certainly very excited to even attempt at all. :)

29
Early Dev / Re: My RPG (Rogue Playing Game)
« on: March 05, 2010, 05:44:32 PM »
The turned based system kinda reminds of Heroes of Might and Magic V a little. Always found that tactical turn-based system was very intriguing, most fun. I do have a tendency for strategy games however which might explain that. Looks pretty neat, did you mention the name of your RPG? Do you have a website? Hope to see more soon.

30
Traditional Roguelikes (Turn-based) / Re: Frozen Depths: cool! :-)
« on: February 27, 2010, 02:15:56 AM »
Oh wait! Spoilers.. what are spoilers... *whistles innocently*

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