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Messages - TheCreator

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Traditional Roguelikes (Turn Based) / Re: Untitled 0.7.4 Released
« on: February 01, 2012, 10:22:44 PM »
Thanks, sure I will ;).

Traditional Roguelikes (Turn Based) / Re: Untitled 0.7.4 Released
« on: February 01, 2012, 07:32:32 PM »
The version 0.7.4 has been released!

This is mainly a bugfix release, but it also includes UI improvements, an ability to maintain multiple save slots, as well as a funny ability to throw items other than throwing knives :).

Download link:

RogueBasin entry:

Change log:

* bestiary
* more details displayed in the main UI panel and in the character window
* information in the character window and in the inventory window nicely arranged
* player is able to throw almost every item
* exploding potions
* kicked potions smash to pieces immediately
* multiple saved games
* tooltips for empty equipment slots in the inventory window
* [bugfix] syntax errors in a script for one of the NPCs in the bandits' camp

Traditional Roguelikes (Turn Based) / Re: Quill 0.7.1 released
« on: January 28, 2012, 12:44:43 PM »
I have already changed the console settings, otherwise I wouldn't be able to boot the game :). I'd swear that something else was displayed in the upper-right corner. Now when I think about it, probably my console window has been scrolled a bit and I just didn't see any items I've picked up. You need to do something about it :).

Some commands doesn't seem to work ('@' and 'l'ook).

Traditional Roguelikes (Turn Based) / Re: Quill 0.7.1 released
« on: January 28, 2012, 09:36:57 AM »
Is there inventory screen of any kind in your game? It's extremely hard to equip items by typing a letter without having a list of items :).

Traditional Roguelikes (Turn Based) / Re: Untitled 0.7.3 Released
« on: January 24, 2012, 08:31:21 PM »
The version 0.7.3 has been released!

Download link:

RogueBasin entry:

Change log:

* textual UI instead of graphical indicators
* wandering spellcasters
* 7 new spells
* 14 new monsters
* more sophisticated monster encounter system
* differentiated level of difficulty for locations
* differentiated appearance of random locations
* adjusted values for some of spellbooks
* NPCs are no longer required to have a script
* "common" NPCs, acting much like monsters, but player can chat with them
* player can no longer exchange items for nothing
* totally illiterate characters can no longer read road signs
* [editor] 'Generate Location'
* monsters of particular type aren't included in the final summary until player kills at least one monster of that type
* syntax changes to the U scripting language (U 2.0) - see the reference for details
* dialog scripts cannot be executed in batch mode (any script that contain items or action is considered as dialog script for this check)
* [bugfix] swimming correctly appears as a default extra skill in the Character Creation window
* world map, character information, skill and spell windows can be closed by hitting the same key again
* blood stains are no longer displayed on the automap
* [bugfix] fixed incorrect NPC names in the English version
* game continues to launch properly even if game.ini is deleted

Traditional Roguelikes (Turn Based) / Re: Ignite 0.039 released
« on: December 01, 2011, 12:07:37 PM »
I'm afraid that the screenshot link doesn't work :(.

Traditional Roguelikes (Turn Based) / Re: JADE 0.2.0 has been released!
« on: November 06, 2011, 07:30:29 PM »
Wow, that's impressive. I wonder how can you find time to still work on your game? I started creating mine in 2000 (yes, it was inspired by ADOM) and haven't finished it yet, since I never have enough time (job, family...). Anyway, congratulations Thomas! :)

Traditional Roguelikes (Turn Based) / Re: Untitled 0.7.1 Released
« on: November 02, 2011, 01:32:00 PM »
Certainly I will. Currently I'm working on improvement of the scripting language, but soon I'm going to return to adding more gameplay stuff.

What exactly do you mean by "more understandable system"?

Traditional Roguelikes (Turn Based) / Re: Untitled 0.7.1 Released
« on: October 30, 2011, 04:44:07 PM »
Thank you for the post!

You are right about the trading mechanism. I guess I need to implement some warning message to prevent players learn it the hard way :).

Mushrooms, as well as other food items, are not stackable. That's because they start to rot after some time and thus some 'per item' value must exist. I know it's inconvenient, but currently I have no idea how to solve this problem.

I'm going to improve the dungeon a little bit, but it exists basically to provide the player some place for training at the start. There will be a couple of more interesting dungeons in the future :).

Traditional Roguelikes (Turn Based) / Fame 0.9.14 Released
« on: October 30, 2011, 12:41:38 PM »
Hello everybody :). My roguelike called 'Fame' is under development since 2000, but is haven't been published on this board since now, so you may not know it yet:

RogueBasin entry:

The game is far from being completed, but nevertheless is playable. There are a few locations to visit and some quests that should take several hours of playing (or I believe so). I'd love to receive some feedback so I could know what to work on for the next release ;).

getter77:  The project has gained a new name----Fame.

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