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Messages - Tapio

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31
Traditional Roguelikes (Turn Based) / Re: Teemu v1.1
« on: May 16, 2010, 04:52:59 PM »
so if you decide these are useful, please merge them to your package.

I could just put that zip to download section for linux users.
Feel free to do anything you want. :)
(Although I would guess adding the few include-directives to your code, maybe dropping in the makefile while at it wouldn't be too hard, but then you'd need to increase the version number?)

Btw, just a side note, Wine didn't do the trick for me...
EDIT: Well, with the gcc version, Wine works fine.

32
Traditional Roguelikes (Turn Based) / Re: Teemu v1.1
« on: May 15, 2010, 06:28:07 PM »
Hi,
Very nice game, I ported it to Linux. From http://saluuna.dy.fi/dropbox/TeemuLinux.zip you can find a compiled 32bit binary (no data files), Linux Makefile to aid others with compilation and a short list of simple changes I needed to do to the sources in order to get it to compile.

Note that I do not plan to provide long time hosting, so if you decide these are useful, please merge them to your package.

Cheers

33
Temple of the Roguelike / Re: Forum feature request
« on: March 15, 2010, 08:04:40 AM »
All SMF boards are the same, so you just need this link:

http://www.roguetemple.com/forums/index.php?action=unread
Thanks! Didn't think of spying the address from other boards. Now if only Slash could add the link to the forum template/main page for easiest access.

34
Temple of the Roguelike / Forum feature request
« on: March 14, 2010, 07:32:06 PM »
A thing that bugs me with these forums is that I cannot find the "Show unread messages since last visit" -button anywhere. That feature is very common in message boards and is also available in SMF (which is what these forums are, I believe). I'm just wondering if I'm missing something or is it really absent? Would it be possible to get the feature enabled?

35
Programming / Re: rlutil - simple utility collection for C++ and C
« on: March 06, 2010, 04:11:53 PM »
if people are too lazy to use curses which is cross platform, why would they use your cross platform library?
Curses needs initialization (and cleanup). Granted, it is not very hard, but with this you can just swap conio.h to rlutil.h and kbhit() / getch() / gotoxy() based game is now playable on Linux too (or at least very easy to port if other Windows specific stuff is used.)

I would still recommend using curses (or more specifically, ncurses / PDcurses), but this library has its uses for easy porting of existing projects and rapid prototyping.

36
Programming / Re: rlutil - simple utility collection for C++ and C
« on: March 06, 2010, 10:05:08 AM »
Thank you for sharing.  Very cool and very useful.
Well thank you! Glad you like it.

Btw, I forgot to mention that there is also a small test program (test.cpp) you folks can use to see what the library can currently do. Also, if your eyes start to hurt when you see a lot of #ifdef's, I'd recommend not to look at the actual rlutil header file... :P

37
Programming / rlutil - simple utility collection for C++ and C
« on: March 05, 2010, 01:37:22 PM »
rlutil
Tiny C++ and C utility collection for cross-platform console roguelike development.

Just in time for the 2010 7DRL Challenge!

rlutil consists of mainly I/O functions that can be used to create pure console mode roguelikes (or other apps) that work on both Windows and Linux. I am aware of that there are libraries like curses that does this, but since I have seen many people using e.g. simple kbhit() / getch() combo for input, I think this has use for at least making those games easily cross-platform while using familiar functions. I also had many of these functions already coded and I like building stuff from the ground-up.

Main functionalities include colored output, keyboard input that doesn't require Return-keypresses and cursor manipulation. It also behaves nicely whether you use C++ or C - meaning that e.g. it automagically uses std::strings, streams and namespaces with C++.

WinAPI or ANSI escape codes are used depending on platform. I would like to have Mac OSX compatibility, but I have no way of testing/developing on that platform so contributions are welcomed.

Webpage: http://tapio.github.com/rlutil/
Documentation: http://tapio.github.com/rlutil/docs/HTML/index.html
Browse sources: http://github.com/tapio/rlutil
Download zip: http://github.com/tapio/rlutil/zipball/master
Clone url:
Code: [Select]
$ git clone git://github.com/tapio/rlutil.git

38
Traditional Roguelikes (Turn Based) / Re: Arcan Myth RL 0.1 Released
« on: March 03, 2010, 02:19:20 PM »
Hi, I tested it, but I was very confused at first because I couldn't see the player character. I then figured out that my console screen was too small, so I would advice you to at least tell the user the minimum resolution (usually default terminal size is 80x24 characters, which is insufficient for your game). Best would be of course to have an adaptive layout.

Also, as this seems to be a console app without many dependencies, I'd suspect it is very easy to cross-compile for Windows under Linux, which would allow you to get wider audience without the inconvenience of actually using Windows. I don't know what language you use, but e.g. C/C++ cross-compiler is available in Ubuntu/Debian repos under the name mingw32 and FreeBASIC compiler for Windows works flawlessly through Wine (I've used both myself for this purpose).

39
Traditional Roguelikes (Turn Based) / Re: The Atomic Knight Beta 3.0
« on: February 18, 2010, 07:29:25 PM »
Hi, I kind of ported your game to linux :) (Although the exe ran fine with Wine too). All you need to do is to include the following short file instead of conio.h and windows.h (it shouldn't break anything as conio is included here if in windows and I don't think you used windows.h for anything, but if you did, you can add an #ifdef WIN32):
Code: [Select]
/// This file provides a getch() function
/// which gets character from stdin in a
/// non-blocking way.
/// In Windows, conio.h is used, but in
/// Linux, a custom function is needed.

#include <iostream>

#ifdef WIN32
#include <conio.h>
#else
#include <cstdio>
#include <termios.h>
#include <unistd.h>
int getch() {
struct termios oldt, newt;
int ch;
tcgetattr( STDIN_FILENO, &oldt );
newt = oldt;
newt.c_lflag &= ~( ICANON | ECHO );
tcsetattr( STDIN_FILENO, TCSANOW, &newt );
ch = getchar();
tcsetattr( STDIN_FILENO, TCSANOW, &oldt );
return ch;
}
bool kbhit() {
return true;
}
#endif
Colors didn't work though, and I didn't bother to look into it. :( Anyway, I didn't have problems with screen refresh.

As for the game, the player character is hard to spot and I think the default settings have way too many trolls, but it is a nice start and the projectiles moving turn-by-turn is rarely seen and as such, refreshing.

40
there is one thing I don't quite understand
what does the 1 << 1 mean in
#define COIN (1 << 1)
<< is a shift-left operator, meaning that the bit positions of the left side are shifted left by the right side amount. Effectively this means multiplying by 2 for each 1 in right.
1 << 1 thus becomes 10 in binary which in turn is 2 in decimal. I use bitfields to be able to have different items on same tile, so the values need to be powers of two (1,2,4,8,16). By using the shift operator, the sequence transforms into a linear one:
Code: [Select]
1 << 0     = 000001  = 1
1 << 1     = 000010  = 2
1 << 2     = 000100  = 4
1 << 3     = 001000  = 8
1 << 4     = 010000  = 16
1 << 5     = 100000  = 32
etc.
etc.
So in this case, it's just another way of writing things.

(In general, bitshifts are very fast calculations, but you rarely need to use them, because modern compilers can automatically optimize e.g. multiplying by 4 to being a bitshift.)

41
Traditional Roguelikes (Turn Based) / 1kbrl - Sources in C++ and FreeBASIC
« on: February 15, 2010, 03:25:42 PM »
I wanted to see how easily I could get coloured terminal output and key input with C++ and when it started to look promising, I decided to turn it into a <1kb roguelike. After that I wanted to see if could I do the same with FreeBASIC and so I ported the code and succeeded. :)

The game is somewhat inspired by RogueLight and has the following features:
    * Colored output
    * Random dungeons
    * Field of view
    * Torch affects vision
    * Death
The idea is to descend in to the darkness (keys: WASD), collect coins and keep your torch burning.

You can browse and see files, read README, download binaries etc etc here: http://github.com/tapio/1kbrl
(Note: in Windows, you'll probably want the FB version, since the C++ uses ANSI escape codes for colors)

PS. for awesome Git people, a clone URL:
Code: [Select]
git clone git://github.com/tapio/1kbrl.git

42
Early Dev / Re: Infiniverse
« on: February 15, 2010, 02:28:03 PM »
Is it a world builder or a game?
Right now, neither, but later - both!
Well, maybe more of a game, "world building" is/will be limited to planting individual trees, smallish structures and space stations. Unless I get deep into the terraforming idea...

43
Early Dev / Re: Infiniverse
« on: February 12, 2010, 05:16:17 PM »
Hi Rabiat,
thanks for feedback. I'm aware of the problems with the surface generator. I am going to get rid of the black borders eventually (probably by loading the adjacent 8 areas too and showing them seamless - then dynamically check if new areas need to be loaded when the player moves out of the center area). I'm also going to improve the surface in general, by mixing different fractal generators and adding more unique features to the detail level.

The multi-player version actually already supports persistent buildings (stored in the server). I.e. the build mode actually works (not in LEE) and people can see their structures (along with other players') in the game even after the server reboots. Terraforming was a great idea that I didn't think of, but because of "the problem of the infinity", there is going to be some limits (unless terraforming a whole planet at the time! :P ) Named planets is a planned feature.

Some gaming features are just around the corner, as there is an early missile implementation and some code for factories that players can build to "mine money". I just need to finish the networking code revamping first.

PS. I've also tried Prospector a couple of times and I saw that it really is already quite deep gameplaywise. Infiniverse will probably never have very complex role-playing thingies (like stats or something), and combat will play only a small part (shooting and avoiding homing missiles in real-time).

44
Temple of the Roguelike / Re: Roguelike World Map: Request Edition
« on: February 12, 2010, 09:48:41 AM »
Hmm, I'm not sure what you did but it appears it didn't work as the address still is www.infiniverse-game.net and not www.infiniverse-game.com. Is there a considerable delay in the changes actually appearing? Or perhaps there was another address that confused you? I'm aave there at Helsinki, Finland, Northern Europe.

45
Early Dev / Infiniverse
« on: February 11, 2010, 09:17:25 PM »
Hi!
My long game project called Infiniverse just recently saw a first alpha release - Lone Explorer Edition, so I decided to come here to present it and to get some feedback from you good people.

Infiniverse is a procedural exploration game with ASCII graphics in a nearly infinite universe. The main game is a (modestly) massively multi-player online game, but the now released Lone Explorer Edition is limited to (among other things) single player.



So, you can explore the galaxy, wander through the nebulae, search for the rare star types and take a walk on the surface of millions of planets. At this point there really is not much else to do (although I forgot to properly disable some semi-hidden features), but I'd like hear your thoughts and improvement ideas.

RogueBasin article: here
Website: here
Pics & vids: here
LEE alpha1 download: link (Windows / Linux)

Cheers! :)

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