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Messages - roguedjack

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61
Programming / Re: RNG theory question
« on: May 07, 2010, 01:08:27 PM »
amjh is right.

If you want to be 100% sure to never pick the same location twice you could try an algorithm like this:

  • 1. Generate a list of all locations. Order doesn't matter.
  • 2. When you want one:
  • 2.1 Pick one at random from the list (pick an index in the list with your usual rng).
  • 2.2 Remove it from the list.
  • 3. When you free a location, put it back in the list.

I use a similar algorithm when I want to pick a random choice from a set of possibilities.
The only drawback is having a quite large list for large locations.
But as with most algorithms, you trade memory vs performance.

...But sometimes I just use the brute-force loop "roll rng until it gives a good answer"  :D

62
Programming / Re: Supporting Multiple Platforms
« on: May 07, 2010, 12:57:06 PM »
My current roguelike is not portable. For my defence :

1. I chose a language (C#) and a platform (Win32, DirectX) I'm comfortable and efficient enough with, and on which I know I can implement every feature I have in mind.

2. It's not commercial so market size isn't vital.

3. If I made it cross-platform (let's say C+libs, Java), since I have only access to Win32 I would have to rely on users feedback for error reports and mostly do random-guessing for cross-platform bugfixes.

4. In the same vein, the less portable third-party libraries (libtcod, SFML, SDL...) the more control I have and I don't "loose" time learning a new API and annoying the library devs with silly questions  ;D I don't mind having to code by myself roguelike basic algorithms and graphics primitives, it's part of the fun and I learn how to do it better for the next project.

Mmh.
Thinking more about it, if I was going commercial I would seriously consider doing it cross-platform. So the most important reason is 2 and I would have done it in Java.

63
Early Dev / Re: Rogue Survivor alpha 1
« on: May 05, 2010, 05:08:17 PM »
Chex I sent a PM, let's continue there.

64
Early Dev / Re: Rogue Survivor alpha 1
« on: May 05, 2010, 10:24:15 AM »
I'm using a laptop, with a max resolution of 1280x800. The video card is ATI Radeon Xpress 1150 and my DirectX version is 9.0c.

I made a new version (0.1.0.2), it has a bug report that will help me fix your problem.
Can you try it and tell me what it says?

65
Early Dev / Re: Rogue Survivor alpha 1
« on: May 04, 2010, 08:46:05 PM »
Hey Roguedjack I'm still getting the same error, any idea what it could be?

I'm not sure yet.
Are you using a desktop or a laptop?
What is your screen resolution?
If a desktop, can you tell me what is your graphics card?
Oh also your directx version : launch the command "dxdiag" and tell me the version it shows.

66
Early Dev / Re: Rogue Survivor alpha 1
« on: May 04, 2010, 06:11:45 PM »
Hey that worked!
Great!

Quote
* oh god please let me close the game somehow without dying. Like, you know, alt-f4? Or clicking [X] :'(
Shift-Q quits the game (see ingame help for the keys: H or at menu Help option).

Quote
* Running out of stamina mid fight seems kind of poor. I'm too tired to keep punching this zombie, but if I run around the table long enough I'll get my energy back?
Yes. Resting (Wait) also recovers stamina faster.
You have to manage the use of stamina and make choices, when to walk vs run, when to flee vs fight and what melee weapon to use.
I don't want the player to be a rambo but I understand it's very different from standard roguelike melee combat.

Quote
* Can I break up the tables and cabinets and stuff for barricade wood?
No, you get wood only from broken doors and windows; in a construction shop and from other people.
Breaking stuff for wood is good suggestion, I'll look into it.

Quote
There's mountains of potential here, looking forward to more! Fun!
Thanks for the feedback and glad it worked!

-------
BTW spotted a silly crash bug in some item descriptions.
New download 0.1.0.1 fixes the bug.

67
Early Dev / Re: Rogue Survivor alpha 1
« on: May 04, 2010, 04:23:44 PM »
New download, updated first post.
Changed compile options and made an installer.
This should fix the 64 bits bug and the DirectX bug by downloading the proper stuff.

68
Early Dev / Re: Rogue Survivor alpha 1
« on: May 04, 2010, 12:15:49 PM »
Sorry for the bugs -that's alpha for you- and big thanks for the detailled error reports.
I will look into them asap, hopefully they are OS/.NET/DirectX common errors.
I hope I won't have to ship a bunch of stuff with the game (DirectX and whatnot).

---

What did you use for the sound btw? I'm on the lookout for a decent C# sound library (preferably one that is cross-platformable using Mono).

DirectSound so not portable at all  :(
DLL : C:\WINDOWS\Microsoft.NET\DirectX for Managed Code\1.0.2902.0\Microsoft.DirectX.AudioVideoPlayback.dll
Namespace: Microsoft.DirectX.AudioVideoPlayback
I just use it to load and play the MP3 with the Audio class.

---

As for compabitibilty with Mono I'm afraid not since I use DX.

69
Early Dev / Rogue Survivor alpha 1
« on: May 03, 2010, 05:13:29 PM »
Please see Alpha 2 thread instead.

70
Hi there.

I discovered roguelikes with an obscure game on a Minitel -some sort of primitive French internet in the 80s which had simple games and services.
It mostly involved me bashing bats, rats and spending too much time on the phone line -1 minute of Minitel was kinda expensive iirc.
I was  ;D when I found out there were similar games on the computer and it was a whole genre.
I'm no hardcore rogueliker but since then I played games like ADOM, Crawl, DoomRL and DwarfFortress.

I like indie games in general because they are not bound by the standardisation of UI, graphics and gameplay. They are more creative, have their own quirks, merits and faults and its part of the fun -or the irritation- in playing them.

I'm also developping "Rogue Survivor" a zombie themed roguelike and will possibly post an alpha version here soon. I tend not to finish pet projects, let's hope for a change.  ::)

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