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Messages - Perdurabo

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Classic Roguelikes / Re: Does anyone play Angband any more?
« on: July 07, 2011, 10:24:30 AM »
I've started playing it again.

HT Warriors are fun. But I lost a decent one (lvl 39) to an Ancient Multi-Hued Dragon's breath on a vault at 2300' by being careless and overconfident.

Early Dev / Kharne Alpha 23 now available.
« on: July 06, 2011, 11:42:44 PM »
{see next post}

Programming / Re: Kharne Alpha 1 Available
« on: July 06, 2011, 11:41:39 PM »
v0.06a is out, please check the Early Feedback forum for all future release announcements.

Programming / Re: Kharne Alpha 1 Available
« on: June 29, 2011, 02:58:48 PM »
Finally. After a year and more of real-life shit, and a complete loss of interest in coding, a new version of Kharne (v0.0.6) is now available - see for links to executable and source.

To summarise the big changes in this version: potions and stealth.

The full list of changes are below:

-Potions have been implemented.
-Added a stealth mode (entered and exited by pressing 's').
-Added NPCs to the Town level.
-Added a house for the character to the town level.
-Eating no longer restores any lost health points.
-Projectile Animation is now much smoother.
-Increased the number of monsters generated per level.
-Resting is no longer possible when starved.
-Additional Identify scrolls are now generated on each dungeon level.
-Right-clicking on a Creature will bring up Monster Memory for that creature.
-Elemental Intrusion Creatures have had their hitpoints reduced again.
-Reduced the rate at which certain skills are learned.
-Groups of Monsters can now have a slightly tougher leader monster accompanying them.
-The cursor now changes colour depending on LOS.
-Unique monsters now have their glyphs marked with a double-underline.
-OOD monsters now have their glyphs marked with an underline.
-Fixed an issue with certain vaults having impassable walls in error.
-Removed the extraneous buttons from the Inventory view.

I'm very happy about this release, not only because its been 10 months since the last, but because I'll be able to implement magic and ammunition in the next release, which I hope, as I've got my enthusiasm for coding back, will be soon.

In the meantime, please let me know either here or via the blog any bugs you find.


Yes, I think Python has become a liability to use these days.  The biggest problems I've had are getting python games to work.  Mind you, some of the Python games work absolutely fine, so I imagine it's the devs that are partly to blame.

I got Stygia running, Perdurabo, and I know others have too.  My own mini-review of it: "Whilst this doesn’t break new boundaries it is a solid enough roguelike, with a decent interface, no terrible bugs, and it seems reasonably balanced.  Equipment items have a nice variety to them, though enemies are mostly uninteresting.  The heat mechanic could do with expanding upon, but overall it’s a good game."

Cheers Darren. Yes, those were two things that if I had time, I would have tried to expand, I've got a lot of ideas...but ran out of time.


Yikes. ping me if you have a problem getting Stygia to run, Darren!

Even if my roguelike was not finished i made sure and asked severeal people if its running for them and tweaked the framework until it was.

I actually made sure my roguelike was finished as opposed to multiplatform :)

I'd love to have mine running on Linux, and will do so via Mono at some point in the future: but I wrote it using C# so I could learn the language.

Mind you, the reason it is in .NET 4 instead of say, 3 is that I didn't have time to write it in 3 as the syntax of some bits of system.file especially differ! 168 hours isn't a long time in practise!

Early Dev / Re: 7DRL Blog: Stygia
« on: March 15, 2011, 02:57:41 PM »
Another version of Stygia has been released (v0.12), to fix some more reported bugs (thanks to Fobbah for the bug report).

Available from

Fixes in this version:

Fixed an issue with the view not being centred on the player after  using a scroll of Teleportation.
The Quit ('Q') command now works properly.
Added a version notifier to the title screen.
Added a command to display version information in-game ('V').

Hopefully this will be the final version for a while *fingers-crossed*

Early Dev / Re: 7DRL Blog: Stygia
« on: March 14, 2011, 10:23:03 PM »
Due to users reporting some game-breaking issues, I've had to recompile a bug-fix release of my 7DRL, Stygia. v0.11 is now available at (both code+ executable as before in the same package) and fixes the following bugs:

=Fixed an issue that would sometimes prevent monsters from moving and doing stuff on their turns
=Fixed an issue with monsters accidentally stacking on the same square and resulting in one of them being subsequently undetectable/unattackable.[/li][/list]

I've not idea if this makes the game ineligible for the 7DRL or not: but I'd rather have a properly working version than not, so I've posted the update. Old save files are compatible with the new version - just copy over the contents of the save subdirectory.

The original version, v0.1, is of course still available, and always will be from the same URL as it was previously available at

Early Dev / A 7DRL Success: Stygia
« on: March 13, 2011, 06:49:57 PM »
I'd like to announce the success of my 7DRL: Stygia.

In the end I had 6 minutes to spare – total development time was 36 hours.

Stygia, a 7DRL for Windows can be downloaded at (executable + C# code, requires .NET 4 framework to run, and LibtCod.NET v1.50+ to compile). Its been released under the GPL v2.

The goal is simple: get to the bottom of the dungeon (10 levels deep) and find the gate to the Plane of Elemental Fire before you freeze to death.

Cheers and big hugs to the chaps behind Libtcod & Libtcod.NET - without them it wouldn't been possible.

I think I’ll go and pass out for a few weeks now (joke). In a few days I’ll start work on a non-7DRL bug-fix/refactored version, and then a Linux-compatible version using Mono after that. The Stygia devblog is at:

But its been my first 7DRL and although hectic, its been bloody fun.

Early Dev / Re: 7DRL Blog: Stygia
« on: March 13, 2011, 06:49:23 PM »
Aye, eventually.

This version is standalone for now and much more trad.

Early Dev / Re: 7DRL Blog: Stygia
« on: March 08, 2011, 09:25:39 PM »
Ok, Update at the end of Day 2:

I've actually, for pretty much the first time ever, got saving/loading working. Behind on other things, but I'm quite chuffed.

Screeenshot here:

Early Dev / Re: 7DRL Blog: Stygia
« on: March 07, 2011, 12:25:09 AM »
Eventually, yes. For now its a standalone plot.

Early Dev / 7DRL Blog: Stygia
« on: March 06, 2011, 08:16:51 PM »
Hi, I've started a blog to record progress on my just started 7DRL: Stygia, developed using C#/Libtcod.NET

It can be found at:

(Author of the abandoned RL in Progress: Kharne)

Programming / Re: Kharne Alpha 1 Available
« on: August 23, 2010, 10:56:04 PM »
Kharne Alpha 0.0.5c is now available for download @ (an archive of the source code will be available soon, but if you want the latest code it is already in the SVN).

Changes in this version as are follows:

    * Some monsters now can poison.
    * Some monsters now follow characters up and down stairs.
    * Mineral nodes are now found on levels and can be dug out for extra gold or occasionally items.
    * Classes now have different titles, dependent upon current character level.
    * Only the just finished game will be now highlighted correctly in the hiscore list after character death.
    * Spurious double quotes (") will no longer appear in automatically generated character names.
    * When resting, there is chance of a monster appearing randomly near the character.
    * Eating now restores all lost health points.
    * When starting a 2nd game in the same session, the Character Background will be reset properly.
    * On Character death, the Main Window Title will be reset properly.
    * Elemental Intrusion Creatures no longer have as many hitpoints.
    * Unidentified Scrolls are now identified properly on Character Death.

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