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Messages - TheCreator

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46
Other Announcements / Re: Roguelike Radio podcast
« on: March 05, 2015, 07:21:19 AM »
I think the roguelikes that have been on Steam prove that wrong. There are plenty of non-casual players on there who would struggle to find roguelikes otherwise.

If one is unable to find anything that is not present on Steam, then the word 'causal' is among most polite things to say about that person.

47
D is much like Java, only less popular. No serious programmer would ever consider switching to a new language just because it has a garbage collector. Experience is much more important -- both your own experience and that of other programmers (tutorials, code snippets, libraries, tools etc.) So stick to what you know, unless what you know happens to be D, in which case you should learn C++.

48
Must say though, this is one of the best arguments I've ever read *against* open source.

Because if you publish the code, somebody might actually use it? I thought that was the *purpose* of open source.

49
Temple of the Roguelike / Re: Maintenance tasks
« on: February 18, 2015, 06:44:25 AM »
Kind of weird, but I appreciate smaller logo & title.

50
Programming / Re: How to improve math skills?
« on: February 16, 2015, 12:45:27 PM »
Wouldn't it be easier to find a good implementation of the algorithm?

51
Early Dev / Re: The Veins of the Earth development feedback BETA 6.5
« on: January 02, 2015, 07:17:46 AM »
I blame intellisense in visual studio from getting in the way of people reading the documentation.

Intellisense is a great thing (that is, when it works). If it wasn't there, people wouldn't read documentation either. I mean, documentation is important when you are doing something for the first time, but for repetitive (and trivial) tasks such as clearing a container it is good to have something more tightly integrated with your editor. So I'd rather blame STL for its confusing API.

52
Early Dev / Re: The Veins of the Earth development feedback BETA 6.5
« on: December 30, 2014, 11:56:36 AM »
Lua. T-Engine has pretty good error detection, but this one somehow slipped through the cracks...

I'm not a LUA expert, in fact I've never used it, so I can't even tell whether it is LUA's fault or the engine's. Nevertheless, one year, or even one month, because of such a tiny mistake is a terrible waste of time (said the guy who has been developing one game for almost 15 years :D).

53
Early Dev / Re: The Veins of the Earth development feedback BETA 6.5
« on: December 30, 2014, 10:21:38 AM »
Because I had self.map.attrs(i-1+x, j-1+y, room_name, true) instead of self.level.map.attrs(i-1+x, j-1+y, room_name, true).

Such errors should be detected during the compilation (or interpretation) phase. May I ask what language is it?

54
Development Process & non-technical / Re: Dungeon generator protoype
« on: December 19, 2014, 07:12:04 AM »
Given its presentation, the purists might not call this a rogue-like

Oh, why not? Everything is a roguelike now :).

55
Do these guys have so much greater production costs than other indie titles? Do they think that their product provides that much better entertainment than all other indie titles?

We cannot assume that these guys are good in economy. Perhaps they will soon find out they are not :).

56
Programming / Re: LambdaHack
« on: December 15, 2014, 07:57:17 AM »
Does your code actually look like this? Creepy.

57
Programming / Re: How big is your Level class/file?
« on: November 30, 2014, 12:58:19 PM »
Dungeon Crawl Stone Soup 0.15.2 has 2,021,779 lines in "source". The largest files looked like definitions for monsters etc.

These numbers looked so unbelievable to me that I had to check that. I used a 'real' tool, not the wc command, so I could count actual code lines, not just lines. I excluded the 'contrib' directory, which contains external libraries. Here are the results:
* 61836 lines (with LUA files)
* 48561 lines (only C++)



58
Programming / Re: How big is your Level class/file?
« on: November 25, 2014, 08:05:51 AM »
Dungeon Crawl Stone Soup 0.15.2 has 2,021,779 lines in "source". The largest files looked like definitions for monsters etc.

Damn. That's 10 times as much as ADOM, but I'll never believe it's 10 times more complex. I'm going to analyze this more thoroughly today, these numbers truly shocked me.

59
Programming / Re: How big is your Level class/file?
« on: November 21, 2014, 01:40:42 PM »
I've read Design Patterns and I really hate that book and concept of patterns. It's like always in textbook examples which in no way can be applied in all real life situations.

The same thing applies to the Fowler's book, unfortunately. I'd love to see that guy refactoring a "real life" code. However, the very idea of refactoring before adding any new features is always worth considering. Or, at least, you can no longer say you don't have time for refactoring :).

http://i.imgur.com/IrMHHWE.jpg

60
Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon (now at v1.7.3)
« on: November 21, 2014, 01:31:52 PM »
Listen scrub, I play roguelikes since Rogue on my 286, I play this game since its beginning and beat it with all four classes.
If you cannot tell the difference between losing for game mechanics and losing because your smartphone touchscreen became too moist, you are the one who should be playing something else.

I never miss any opportunity to offend a touch screen user :).

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