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Messages - corremn

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So I was updating a link in Roguebasin recently (first time in like forever) when it asked my a simple question to prove I was not a machine...

Finish this title: Ancient Domains of ... [   ]

Umm, I know this one ... its ... Damn it.  Google search ...  d'oh!!

Considering this was the second roguelike* I was every obsessed with, you would think I would remember that. 

Maybe its time to give back to the community that I have turned my back on for so long. (or not, whatever :) )

*  (for those playing the game, the first was Moria)

Yay, "What a hero".
See, told you it was easy, or I probably didn't tell you that, and its probably not that easy either :)  High stamina probably helped a bit but most likely it was that hard-earned roguelikers innate skill which can only be gotten through years of painful deaths.  plus a +4 hand axe is nothing to be sneezed at.

Hopefully the chest will always open now, at least it does for me. As for the Cyclops eye drop, and all item drops for that matter, there is a complex formula that calculates the chance of each item in the creatures inventory being dropped. Otherwise it disappears from the game.  Hence the reason you don't always get the butchers weapons/armour or cyclops eye.
FYI the eye will drop 50% or 66% of the time. (even I cant understand my 10+ year old code, see below)

Fixed typo, and yes the 'x' thing is something that I know but have never remembered to fix. All my game that are based off this code (there are many), use ESC as the cancel key. I have not retrospectively remembered to fix this. Thanks for reminding me again. It is now in my TODO list.

I have been thinking on and off to finally release the final version of this game, but I keep thinking that a graphics release probably would be a good way to finish development.
Hopefully I will get the developers bug again during the next 7drl comp. We will see.


Code: [Select]
// Calculate chance and drop random monster item
void MonsterItems::DropRandomItems(Monster*monster)
    int rand_item_pos = getInt(monster->inventory.size() + 1, 0);  // getInt returns a random number between arg1 and arg2 (inclusive of arg2 but maybe not arg1, hence the plus 1??)
                                                                                                         // possibly [arg1:arg2) or (arg1:arg2) but most likely the first.
    if (rand_item_pos== monster->inventory.size()) //no drop
        return 0;

    dropItem(monster, rand_item_pos);

    if (monster->inventory.size() > 0) //more items to drop

Design / Re: Corridors considered harmful
« on: June 18, 2016, 11:52:39 AM »
Breaking a game down into more abstract parts corridors are a tool to deal with certain situations. If you have more interesting (and therefore better in terms of gameplay) ways to deal with a given situation, then its true, corridors are a redundant and antiquated part of game play.

I have often thought RLs in essence are just a series of encounters and a bunch of actions and re-actions. I have pondered on a game which has one room at any given time. You deal with the room and you can then progress to the next room. Obviously rooms can be much more intricate and detailed than a normal RL and therefore open up to more tactical situations.

That being said, because this is a troll thread, I like RLs because I enjoy the dungeon layout and exploration aspect. You just never know what will be around that next bend. So long live the corridor (just keep them short ;D). 

which cost me a grand total of 4.5 hours of coding time spent staring at various g++ compiler errors

Why did you stare at compiler errors for 4.5 hours?

Was this actually Krices first ever attempt at humour? If so it *almost* was funny. But it probably wasn't meant to be humorous, so I guess all is right with the world once again.

Programming / Re: Libtcod can go jump in a lake
« on: June 08, 2016, 12:44:05 PM »
After 3 hours, I have hit a wall because I'm running 64 bit (like, you know, the whole rest of the world) and libtcod won't compile.

I assume there would be an option with your compiler to do a 32-bit build. Which will run on a 64 bit OS. 

Player's Plaza / Re: Roguelike set in Might and Magic universe?
« on: June 06, 2016, 02:18:53 PM »
There's also Warp Rogue, though I believe it's unfinished.

Yep probably the closest 40k inspired RL I know. Was a good effort, but copx lost his passion. Too bad nobody else picked it up, ah i remember now, it was written in C! I looked at the code and scared the bejesus out of me :)  I believe he removed his game from that internet thing.
(Although I actually preferred the game when it was called Tower of Doom, but he deleted that too.)

Off-topic (Locked) / Re: Songs from your country
« on: May 31, 2016, 11:49:19 AM »
Nice one. Intro reminded me early Metallica :)

Wow that was so obvious that I missed it!  The early lyrics had a very slight Alice in Chains vibe that I dug too. Off to play it again.

But wait just to give this thread credit I will post something from my home country (for proof I don't just listen to metal, just mostly.) Also sorry about the strong accent on his vocals...

Player's Plaza / Re: Roguelike set in Might and Magic universe?
« on: May 30, 2016, 01:14:20 PM »
Hey what roguelikes are set in the warhammer universes and are they any good?  (oh and ignore my signature  :P)
There was one about orkz form 40k it was short and simple but pretty enjoyable (I don't remember the name unfortunately).

I don't know about normal warhammer but there proroably was one.

Waaaghammer? One of mine :-\ Oh well, I was just hoping...
FYI I have written some Warhammer ones: SewerJacks and Troll Slayer.

Off-topic (Locked) / Re: Songs from your country
« on: May 30, 2016, 12:14:40 PM »
I'm not Swedish but this song is totally stuck on replay. Everything I do at the moment has this as the background music. Cirice by Ghost. Its so lame but so awesome.

Player's Plaza / Re: Roguelike set in Might and Magic universe?
« on: May 30, 2016, 10:35:38 AM »
We have got roguelikes set in warhammer and warhammer 40k universe

Hey what roguelikes are set in the warhammer universes and are they any good?  (oh and ignore my signature  :P)

Warlocks Mountain is pretty much now abandoned. It was an extended version based on a D20 system. It has graphics, custom unique levels and more content in general. It is mostly unplayable IIRC, though someone may correct me there if any one has attempted to defeat it.

I have found improving this version a more satisfying experience. As it is more akin to the original WOFM experience.

So yeah I should one day update whatever sites I have editted over the years.

P.s What archive?

Any chance of getting that final version  in a version that will run on win xp?
Try this ->

Latest Version - Release Candidate 05 (a.k.a The Cheesening)

Not really sure if this is stable or not. There was probably a reason I did not release it 16 months ago....
Plus the change log seems to be incomplete. (if you can tell me what a the minor changes are let me know  ;D)

Code: [Select]
version 1.0.0 RC 05 29/02/2016
- added one extra monster type.
- Fixed minor issues.
- Lots of minor changes.
- Move free movement while fleeing
- clubs are a different colour to open doors

Hmmm, I guess I know why the cheese does not work, because I have not released the version with working cheese in it!!! I have had release candidate 05 on my desktop for over a year and did not realise I have not released it.

Crapity crap. I will package it up and hopefully it works.

Should have the cheese working and any other item that does not work. Hopefully the keys issue will go away because I could not figure that one out either!!! (because I am looking at different code!!!!

Time to throw some smelly cheese at a certain wizard.

Man I suck.

Dethtrap Dungeon 7drl or lone wolf 7drl?  :P

Don't just talk about it, do it :) Seriously though, I have already done one, so time for someone else to do one.

For the 7drl I generally plan to create the greatest roguelike ever. So far I have failed each year...

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