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Messages - stu

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16
Traditional Roguelikes (Turn Based) / Re: ARRP : Cracks and Crevices v0.5
« on: September 26, 2010, 11:38:51 PM »
yeah in 0.5 bowie is overpowered. he is somewhat reduced. if your lucky to get some longswords in 0.5, dual wield to stack the damage etc but yeah he is a breaker in 0.5

17
Traditional Roguelikes (Turn Based) / Re: ARRP : Cracks and Crevices v0.5
« on: September 26, 2010, 05:41:30 PM »
thanks. already lots of changes since 0.5 haha talk about fits and spurts for coding. new maps, bug fixes blah.. hell might even see an 0.6 before xmas

18
Traditional Roguelikes (Turn Based) / ARRP : Cracks and Crevices v0.5
« on: September 19, 2010, 03:12:32 AM »
Well I've been sitting on it for ages, and tomorrow I'll be busy so here is my release for the ARRP

Well, here we go, 0.5 coming out after a long time (been sitting on it I guess) for the ARRP (Anual Roguelike Release Party).

Remember to read the readme.txt please...

For downloads (source for unix, binaries for win32), go to
https://redmine.bloodycactus.com/projects/sdlrl

and see the files page.

There was supposed to be more in this release but I figure put out what I got now, its still playable and has a win condition.


0.5 20100915
* Check for configuration file
* Fixed minor memleak (free'ing map name).
* Added runtime key configuration to main menu
* Refactored keyboard defs for configuration, loading and help screens
* Added options for default VI/WASD/NUMPAD/CURSOR keys
* Made the window resizeable
* Fixed monsters from respawning outside of bounds
* Fixed some spelling mistakes
* High score file for networked play (-scores and -vscores)
* Add check for running as root in unix and not allow game to run
* Fix writing config/scores back
* Danforths Outcrop is now bump-attack friendly, guards wont attack unless you purposly attack them.
* Fix mp regeneration (it wasnt!)
* Add journal notes to chardump
* Spells do blast radius' and animate onscreen
* Added option '-dump' to display the character dump
* Fixed some truncated combat messages
* Poison Gas Cloud now dissipates out
* Fixed compiles on newer gcc with all those funky attributes turned on
* Fix SDL issue with setting callback
* Integrate Instant Fuzion branch
* Added local scores when network file is unreachable
* Fixing shop bugs
* Added a rest hp recoup count (50 for now).
* Fixed journal bugs

19
Programming / Re: Supporting Multiple Platforms
« on: June 22, 2010, 01:21:13 AM »
"Bad"? Really? The DirectX libraries are vastly easier to use and often result in considerably more productive development--the time you spend reinventing the wheel using an Open?L solution is then spent actually doing what you want to do (and SDL/SFML are poor substitutes on their best day).

since we are talking about portability, yes, DirectX = FAIL. Its not portable. 

Please tell me which of the following devices DirectX works on, since its oh so superior.
GP32, GP2X, Wiz, Dingoo, PSP, PS2, Pandora, Zodiac, Amiga, Mac, SGI box, sparc boxes, alpha boxes. None. SDL at least works on all, but its a bit unfair to compare DirectX to SDL. SDL is about giving you a video framebuffer to futz about with, its nothing to do with 3D ala DirectX.

I think its funny you piss on OpenGL yet one of sharplikes bullet points is "OpenGL audio and video system, using OpenTK."

I guess it will be interesting to see how long it takes (1, 2, 4 more releases?) before the mono side of things is abandoned in sharplike.

20
Programming / Re: Version control
« on: June 22, 2010, 01:08:17 AM »
Mercurial is considerably inferior to git imo. but mostly don't care what anyone else uses.

21
Programming / Re: Version control
« on: June 21, 2010, 02:02:01 AM »
offsite backup (assuming you push your repo away from your local machine).. tracking changes, branching, merging, rolling back.. also helps that I code on my workstation and laptop and I can checkout/build and test on multiple machines..

so yeah your and odd duck krice :P but you knew that... ;) just dont pick subversion, its crap.

22
Programming / Re: Virtual Machine VS Procedural Interpreter
« on: June 18, 2010, 01:39:26 AM »
Having looked at the LUA website, i must say, not only does it look highly complex with very strange python esque code, but it seems that getting it work for my needs (providing it can even do what i want it to) would be too much hassle. I think I'll roll my own. Good luck convincing me otherwise :)

Hey its your game so its up to you, honestly everything you have said about lua in the above paragraph is totally wrong.

I'd code your example like;

Code: [Select]
function Begin()
local rInv
local key, value

rInv = GetInventory()
for key,item in pairs(rInv) do
if item.MyPropertyFlamingSwordVsTrolls == true do
FlamingTrollSnot()
end

DestroyItem(key)
end
end

I'd be interested in seeing the specifics of your scripting language + vm, its design and implementation (I'm a hobby language/compiler/vm junkie).

23
Programming / Re: Virtual Machine VS Procedural Interpreter
« on: June 11, 2010, 09:39:17 PM »
Its a REALLY bad idea to write your own if you lack the knowledge and experience. there have been a few threads on this here before. There are lots embeddedable scripting langs around, choose one.

24
A Java application in the well known Metal look and feel. Some day I hope to replace this with a better looking theme.

its one line of code ;) why not add it

Code: [Select]
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());

I like Motif so my apps usually have a
Code: [Select]
UIManager.setLookAndFeel("com.sun.java.swing.plaf.motif.MotifLookAndFeel");

yay motif :P

25
its like a wall of text. is there a question in there? or is it one giant statement?

26
Programming / Re: libtcod+lua
« on: April 01, 2010, 01:26:35 AM »
I didnt mean package to load into lua, I meant write the c/c++ files that bind as a separate setup, so anyone can drop it in their existing lua/tcod game.

27
Programming / Re: libtcod+lua
« on: March 30, 2010, 10:38:15 PM »
If it were me, I'd write the bindings as a separate package and create a combined interpreter as an example. much more useful that way.

28
Other Announcements / Re: 7DRL 2010 discussion.
« on: March 09, 2010, 12:28:09 PM »
the spam IS a usenet problem, and not just a google groups issue, google groups is nothing but a web usenet reader, spam is an underlying nntp/usenet issue. I've been reading usenet since the late 80's. As a medium I think its passed its age, nntp is clunky and outdated now.

29
Programming / Re: Console and size
« on: March 08, 2010, 02:22:47 PM »
what if the console can't be sized bigger? Can you not do things by %%? how big a console window are we talking about?

30
Other Announcements / Re: 7DRL 2010 discussion.
« on: March 08, 2010, 01:16:01 PM »
do people still go to rgrd? I gave up on the spam and going there ages ago... any good conversations there lately?

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