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Messages - stu

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Programming / Re: rlutil - simple utility collection for C++ and C
« on: March 06, 2010, 04:03:01 PM »
if people are too lazy to use curses which is cross platform, why would they use your cross platform library?

don't force anything, just give player the options. When CNC starts you can choose wasd, vi or cursor configuration.

Traditional Roguelikes (Turn Based) / Re: Nazghul/Haxima 0.7.0 released!
« on: October 20, 2009, 11:47:00 AM »
haxima has always been interesting but a complete turnoff to me as they force lisp underneath. I guess it works ok but its not a choice I would have made

Programming / Re: NLarn - a Larn remake
« on: October 10, 2009, 12:54:22 AM »
ah yes. save should be built from the beginning, its very hard to add later on :)

Programming / Re: NLarn - a Larn remake
« on: October 05, 2009, 04:09:48 PM »
I'm guessing from the screen shot too you don't have random building placement either.

I'm itching to play this one

Programming / Re: NLarn - a Larn remake
« on: October 05, 2009, 11:48:47 AM »
the new town map looks very busy, remember its a town, not a complete wild wilderness.

did you use the larn 12.4 code or are you writing it from scratch?

Programming / Re: NLarn - a Larn remake
« on: September 30, 2009, 11:49:19 AM »
also remember, larn was an beginner game with a low difficulty level, it is not adom/omega/nethack etc with high difficulty.

Programming / Re: NLarn - a Larn remake
« on: September 26, 2009, 12:28:56 PM »
I disagree, the lance is SUPER expensive, making it a one hit wonder is pointless. also nuetering it breaks some of larn's charm.  It does make the game easier but surviving without it becomes really hard, yeah its a balance thing but its part of larns flavour

Programming / Re: NLarn - a Larn remake
« on: September 20, 2009, 06:32:10 PM »
I like that alot.

Programming / Re: NLarn - a Larn remake
« on: September 12, 2009, 01:19:23 PM »
Larn is my favourite, so I'm very interested in this indeed!

Temple of the Roguelike / Re: Livening up Roguetemple
« on: September 04, 2009, 12:47:00 AM »
My ISP does not even carry ANY usenet. they dropped usenet years ago and I'm not paying for a usenet feed (all I read is rgrd anyway).. I'll stick to here and jettison rgrd.

Programming / Re: Representing agility
« on: August 25, 2009, 12:51:11 PM »
what it sounds like you need is a real rpg system underneath and not a roll your own system.

it reads like you want to have an agile stat without having an agile stat.

I also dont understand when you say you want to use agility to differentiate between fast and slow. To me agility has nothing to do with fast/slow characters. Agility is like.. dexterity in disguise. A lot of stats can overlap but to me agility doesnt really overlap with speed, its more of a dextrous/flexability stat thing.

as to your original question "what is a good way to represent agile".. have an agility stat...

to me, implementing a speed system is something to be decoupled from characters, its a different thing from a speed stat (my roguelike is realtime).

Off-topic (Locked) / Re: Future of RogueBasin
« on: July 29, 2009, 12:25:03 PM »
yeah paul, thanks for all the hard work and stepping up!

Off-topic (Locked) / Re: The Roguebasin torrent!
« on: July 08, 2009, 12:58:53 AM »
0(1) seeds, 5 leeches... 0 bytes downloaded..

Off-topic (Locked) / Re: The Roguebasin torrent!
« on: July 07, 2009, 05:10:30 PM »
maybe because a lot of us are working right now and not at home to fire up our torrent engines....

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