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Messages - stu

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61
Programming / Re: Curses - Issue with init_color
« on: January 26, 2009, 01:16:13 PM »
Quote
If a terminal is capable of redefining colors, the programmer can use the routine init_color to change  the  definition  of  a  color.

keyword here being _IF_. It is not garunteed to support it. and I'd wager outside of an 256 color xterm it probably wont be supported.

init_color will return an error if its unsupported so you can always check that, if no error is returned maybe something else is wrong.

are you correctly doing init_pairs as well?


62
Programming / Re: Smooth animations and ASCII - can they mix?
« on: August 15, 2008, 12:03:22 PM »
I like using ASCII graphics in SDL. It works well for me.

63
Off-topic (Locked) / Re: pen & paper
« on: August 05, 2008, 03:07:20 PM »
Thanks for the links george, there is some cool info there.

64
Programming / Re: Developing a scripting system
« on: August 05, 2008, 12:26:04 AM »
If you want to finish your game, I'd think twice about it. A roguelike is a full on big project. A scripting system is also a full on big project and you want to do both at the same time. Good luck and have fun. Keep us aprised

65
Programming / Re: Developing a scripting system
« on: August 03, 2008, 04:15:04 PM »
the biggest problem is that forth is too low level for a scripting language.

Youve seen/written forth inside of Lua. Can you now write lua in flisl? that would be a good test for you to prove the effectiveness of flisl

66
Programming / Re: Developing a scripting system
« on: August 02, 2008, 08:18:06 PM »
I think you are wrong. Just implement FLISL it shouldn't be too hard and it shouldn't take up too much memory if you implement it good. I guess if you really wanted to, someone could implement FLISL in Lua, but that would just make it slow.

1 - you dont have to _implement_ lua, you just drop it in.
2 - lua is well know, works and is awesome.
3 - lua has been proven, bug tested and used far and wide
4 - lua has a small footprint
5 - lua has a well known C/C++ binding API for integration
6 - flisl syntax looks like garbage
7 - flisl is unknown
8 - flisl has no public implementation
9 - flisl has no public documention beyond a weak specification
10 - flisl has no documented C/C++ bindings API
11 - if you want forth, use forth, why create some slightly different dialect of forth?
12 - why would you want to implement flisl on top of lua? flisl doesnt offer you anything at all.
13 - flisl is way too low level for a scripting lanauge, requiring a boatload more work on the base level to get anything like lua's functionality

I just realised you wrote flisl. I looked over your spec, it doesnt seem to offer anything at all over basic forth.

There is nothing about flisl that looking over the spec or examples that says "win" over lua.

Maybe you should implement flisl first, then try and do some REAL example code in it. nested tables/arrays/hashes, anonymous functions, global vs local scope binding, fully functional / function passing, etc

(If you want modern forth, I suggest you look at factor).

67
Programming / Re: Developing a scripting system
« on: August 02, 2008, 03:53:00 PM »
I think you'd be stupid to implement anything other than Lua for scripting / driving the game.

Whatever you do, dont roll your own.

68
Other Announcements / Re: Dungeon Crawl Stone Soup 0.4 released!
« on: July 23, 2008, 02:26:33 PM »
Never trust an australian roguedev

thats because our numpad is upside down!

69
Off-topic (Locked) / Re: Is a job and money really needed?
« on: July 21, 2008, 11:59:31 AM »
living off the grid and homesteading is very very hard. growing your own food means working in the fields dusk to dawn. freezing and refridgeration is a problem. root celleraing and in ground cool storage doesnt match them.

solar power is very very expensive and doesnt yield a lot of power (running a lightbulb is one thing, running that 500watt psu is something else).

if you live without money, expect to live without shoes, clothes, easy hot water, cold milk, etc.



70
Other Announcements / Re: Internet Roguelike Database
« on: July 21, 2008, 01:22:44 AM »
hey thats pretty cool. First time I've seen those links.

71
welcome idontexist, I started an old Forgotten Realms RL, called underdark.. set of course.. in the underdark ;)

Welcome too Quasist, I recognise you from the gp32x forums ;)

72
Classic Roguelikes / Re: crawl viewport problem...
« on: June 30, 2008, 12:02:59 PM »
so... do myself a favour and what? dont leave me hanging with such a line....

73
Magic Candle I is one of my fav crpgs ever! Wasteland had language skill, so too Fountain of Dreams, Demons Winter etc. Quite a few RPG's had language skills...

74
Classic Roguelikes / Re: crawl viewport problem...
« on: June 30, 2008, 04:15:32 AM »
newsflash, crawl source was seriously horrendous from the start. Linley learnt to program with it and put it all in header files and all over the place. It has never been good, I dont like crawl much (as a game) so I dont follow it, but iirc, it has all? been rewritten since those days??

75
Off-topic (Locked) / Re: Realtime Roguelike
« on: June 18, 2008, 02:22:36 PM »
Cracks and Crevices is a semi-realtime roguelike. Difficulty level determines how 'real' time it is. Hard mode gives the game a delay of .5 seconds per round (that is you get 1.5 seconds to make a turn before you loose your go), on easy mode you get 3 seconds grace.

The benefit of doing real timing in game is you can really see the 'speed' attribute at work, faster monsters get more turns per 'round' than slower ones, slower ones may not get a turn that round etc. spells have better duration.

The way I do it, every monster accumulates a set amount of points per turn to use, default for an unencumbered human is 1000 points. It costs 1000 points to do anything (move,attack), etc. heavy armour/weapons lowers the amount of points you get (so a heavy paladin guy might only get 700 points a round)..

a round consists of everyone with >= 1000 points making their first action. it then continues with everyone still having >= 1000 points making their second action etc. Anything less than 1000 is added to the next round, so you may accrue an extra move over several rounds.

a character with haste may get 3000 points per round so gets three actions per 'round'.

I don't charge different costs for moving diagonally verses not.

Some commands don't cost of course (quit,save, inventory).

aming, I have a target function that will cycle to any monster in your FOV. Manual targetting is obviously slower.


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