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Messages - stu

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91
Other Announcements / Re: How many 7DRLs in the 7DRLC
« on: February 27, 2008, 02:45:49 PM »
Id love to do one this year but time is really non-existant. I'd get about 2 hours a week to work on in it so there is no way I could pull one off... Same old story for me. Id rather spend my time on working on other projects I have that are ongoing rather than new projects :)

I would think about 20 challengers.

92
Traditional Roguelikes (Turn Based) / Re: Cracks and Crevices 0.4 release
« on: February 27, 2008, 02:04:36 PM »
Ive added a spelling mistakes entry to my tracker :) and an feature request to have the player pick/setup keyboard on first time playing the game, since I've had a few responses about misconfigured keys (when not actually configured).

you can see the open list;
http://redmine.bloodycactus.com:3085/


93
Traditional Roguelikes (Turn Based) / Re: Cracks and Crevices 0.4 release
« on: February 18, 2008, 08:30:15 PM »
I have downloaded and compiled the game without problems, but I have a few gripes with it:
* There are LOTS of typos!
* My name gets displayed incorrectly (Iván Tomás turns into Iv??n Tom??s)
* I cannot move diagonally in my numpad, moreover, I get this on the help screen:
'x'-UpLeft
'up'-Up
'x'-UpRight
...
'x'-DownRight
'x'-DownLeft

thanks for the feedback. As for the keyboard, configure it in the config if you want diagonals. tested 4 pc's (windows 2k/xp and ubuntu 32/64. no probs on numpad diagonals once setup in the config).

my font doesn't have any accented characters. its not nor never will be unicode. its just a bitmap. I guess this is fairly detrimental. :(

I'l go over the typos for the next release. You want american english or british english? (j/k! you'll get british english)..


94
In CnC you are required to wear/wield wizard stuff to regain mana otherwise you wont. so you can wield the sword and the wizards pointy hat, and you'll regain mana slooowly but if you have a good staff, robe, hat etc you'll regain it much much faster...


95
Traditional Roguelikes (Turn Based) / Cracks and Crevices 0.4 release
« on: February 14, 2008, 03:11:52 AM »
OK, I’ve sat on the release long enough. I’m sure some basic bug will pop up but what the hey.

Remember to read the readme.txt please...

For downloads;
Release Source (compiles on ubuntu+windows)
http://bloodycactus.com/pages/downloads/cracks_and_crevices-0.4.tar.bz2

Win32 binary
http://bloodycactus.com/pages/downloads/cracks_and_crevices-0.4-win32.zip

0.4 20080209
- *BIG* Rewrote mainloop code (fixed some subtle round bugs).
- Rounds now work properly for all NPC's and the PC
- Timers work correctly
- Rewrote attribute code
- Gold drops on floor now
- Monsters die correctly!
- Initial quest time shortened to make it more attainable.
- Messages are now counted and displayed as  Msg (x) if repeated to stop cluttering the display.
- Remove character dump when starting a new game
- Dont save character dump when saving game
- Stopped monsters and drops from appearing in the message window (doh!)
- Stopped saving from doing an explicit call to exit instead of falling through the game loop like quit does, which revealed some mem leaks that were plugged.
- Gold drops were dropping underneath the player not monster!
- Spells in spellbooks
- Start spell when buying first spellbook
- Attack/Target Cycling/Cast Spell commands
- Implemented 99% of the spell attributes
- Casting spells now works! (no whizzbang animation. it just works)
- auto pickup working
- Pickup key words
- Fixed : When selling item, unequip it automatically
- Added circular fov for easy games
- Bumpbed facing fov for medium + hard games
- Added leveling up
- Added ctrl-c as break all from program
- Added ESC as means to close out most all dialogues
- Made some defaults sane (no mixing cursor + keypad)

96
Programming / Re: fov: radial or square?
« on: February 08, 2008, 11:35:58 PM »
I use octagonal fov.  square looks aweful

97
I downloaded it but its windows only so no go here  :/




98
Programming / Re: Action Points?
« on: February 04, 2008, 02:45:19 PM »
the fudge system of using "very good" for skills instead of "75/100" its pretty good and works well.

underneath you still need to turn it into numbers.

99
Programming / Re: The 7DRL Challenge Thread
« on: February 02, 2008, 03:29:44 PM »
do you hang out on gp32x.com/board/ ?? Im working on a gp2x crpg much like ultima 3 (top down) with a goldbox combat engine (pool of radiance style). i should be able to automatically support the gp2x/craigx/psp + pc at same time.


100
Programming / Re: The 7DRL Challenge Thread
« on: February 02, 2008, 02:25:28 AM »
hey purestrain, 320x240 would fit perfectly on a GP2X :)


101
Programming / Re: The 7DRL Challenge Thread
« on: January 31, 2008, 06:21:00 PM »
Ive started making notes on my entry; I did a blog post on my site, but I will copy and paste just for you slash ^_^

Quote
So the week has been chosen and its March 8 - March 16.

I had plans and ideas but really I dont forsee any time to implement anything. I might keep jotting down ideas and plans and we will see how things pan out.

The initial cut is titled “Den of Iniquity”, in it you will play a thief and there will really be only 1 main map, which would be a large sprawling city complete with gardens and walled areas. There would be a more traiditional roguelike map underneath being the sewers that link the city, and how you can get in and out of certain places.

The aim is to rob as many houses as you can. Each place would have a gold drop. But also in each place might be some wandering NPC’s, guards, townsfolk etc.

If you kill anyone on the street, the guards will be alerted and come looking (you can still escape). You need to remain unnoticed (aka nobody enters your FOV) for a set period of time for the guards to go out of hunt-you-down mode.

The two maps layers will be created in paint program and a generic bitmap. Different ‘colours’ will represent the areas that can contain a treasure and I’ll not a rectangle of co-ords and say for colour X, pick a co-ord inside this rectangle, if it matches colour X, place a treasure here. Go on to next colour.

This way I can randomly place booty and loot on the map with relative easy. I can then make several rooms the same colour so it could be any any end of the house or on upper levels.

Advancement will be via the thieves guild hidden in the sewers, and will being more hitpoints, increased skill in lockpick etc. You will still need to buy lockpicks, maybe scrolls of unlock or disarm traps as well as better equipment. Gaining each level of advancement will require beating one of the Guilds tests (ie: spring JoJo from the towns prison, which would require you to pick the lock and escape, which would also mean probably having to kill a guard or two), etc.

I was planning on using Cracks and Crevices as the base of the game, I think a game like this would be nice to have CnC’s directional LOS and timing.

The real task will be creating the maps and populating the towns.

The win condition will be finding the 10 treasures scattered around the place.

That was last nights first rough cut idea. Since the core (CnC) code mostly exists sans proper magic engine, most of my dev till will be new maps, npcs and doing extra work like guards patrolling around on marked paths. etc. I may work on randomly generating the town map from pieces, but I think the base layout will be preset. I dunno.  Since its using CnC its still got the facing FOV/LOS and so too the mosnters will have it..

Right now its a battle of family vs time :) My programming time is spent on CnC and Fishguts... not sure If I want to add another 1 week game to my list.

102
Programming / Re: Action Points?
« on: January 26, 2008, 12:56:55 PM »
my game is available, working on the 0.4 release currently, doing some magic.
check out http://www.mega-tokyo.com/blog/index.php/category/Cracks%20and%20Crevices/

the 0.3 isn't very playable but its ok.

releases page
http://www.mega-tokyo.com/blog/index.php/category/cracks_and_crevices_releases/




103
Programming / Re: Action Points?
« on: January 26, 2008, 02:21:44 AM »
I have something like it. Itsa kinda time system.

The baseline is 1000 points. Movement costs 1000 points. You regen 1000 after each round. Heavy armour costs, etc, so you might only regen 900 points...  so you miss a turn every so often or if you have a ring of speed you might regen 2000 points, in that case you can move twice a round.

Its also stacked, so you can cast haste on yourself 10 times and maybe get 10000 points a round so free 10 moves a round.

a round goes like

for every actor, >= 1000 points, they do something.
loop until everyone has <1000 points.

right now it isnt granular on the level of your example of 1 point a move, 2 points shooting etc.


I should add, its also timed. if you dont make a move inside x/ms you've skipped your turn, so its semi real time. and when you move the clock resets. difficulty level is tied to the time between moves

Walking into a nest of bee's.... not fun! :)



104
aargh. a kiwi. the less said the better ;)

-Stu the aussie


105
Programming / Re: Randomized monsters and XML
« on: January 24, 2008, 07:18:00 PM »
the only problem I see is that its xml :) I dont like xml at all. its a language fart.

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