Author Topic: Hydra Slayer  (Read 55423 times)

Ancient

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Re: Hydra Slayer
« Reply #30 on: August 30, 2012, 10:13:51 AM »
Maybe you could try giving the alpha value to your transparency key? Try 0xFFrrggbb instead of 0xrrggbb (or grab the value directly with getpixel).

Thank you, that worked! First tried adding alpha value but finally settled on getpixel to take care of that for me.
Michał Bieliński, reviewer for Temple of the Roguelike

kraflab

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Re: Hydra Slayer
« Reply #31 on: August 30, 2012, 10:59:35 AM »
But the look of the game is also a bit of a thing for me.  Too many garish colours, especially those horrible magentas and cyans.  With the NotEye integration can you not now choose a better palette?

Hehehe, I can't wait for you to try epilogue if you have a problem with Z's color scheme ;)  Cyan and magenta are where it's at!

Darren Grey

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Re: Hydra Slayer
« Reply #32 on: August 30, 2012, 11:50:54 AM »
If it's a console game I can understand (well, within reason).  When you remove the console limitations then it behoves you to find some decent colours.  Jeff Lait's recent roguelikes are a great example of good colour choices with restricted palettes.  And even ADOM is a good example of how to look nice even with the 16 colour limitation.

Z

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Re: Hydra Slayer
« Reply #33 on: August 30, 2012, 01:02:35 PM »
OK... thanks for the constructive criticism, I have seen people critique some things about the graphics, but I did not know what exactly. I will try to split the pre-game menu into several screens.

The tutorial is already done (press L from the main menu).

Z

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Re: Hydra Slayer
« Reply #34 on: August 30, 2012, 01:17:56 PM »
Thank you, that worked! First tried adding alpha value but finally settled on getpixel to take care of that for me.

OK, great! It seems that SDL blit checks only RGB to recognize transparent color, while IMO it is more logical to check Alpha too. I will probably match SDL's standard, then.

Darren Grey

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Re: Hydra Slayer
« Reply #35 on: August 30, 2012, 04:21:57 PM »
Another little point - the game directory contains 2 exe files, with no direction from the read me on which to run. The readme in general is lacking on basic details.

Ancient

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Re: Hydra Slayer
« Reply #36 on: September 01, 2012, 11:43:09 AM »
A request for future NotEye versions: please expose retBool function. Also, it would be great if you supported mvaddch and mvaddstr. These are very common and simple NCurses calls. I wrote them for myself but found noteye_curses.h to be best places to declare them.
Michał Bieliński, reviewer for Temple of the Roguelike

Z

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Re: Hydra Slayer
« Reply #37 on: September 01, 2012, 12:22:23 PM »
Hydra Slayer 13.9 + NotEye 5.9

I have changed colors to (hopefully) more tasteful. It is hard to completely avoid cyans and magentas, though: when I try, the colors become too similar.

I have made the Human description concise, and I assume that players who know the game well enough to try other races will have nothing against reading the current descriptions.

I like how the world is still running after the PC dies. However, I have made the game return to the main menu when the PC dies (just as if you pressed Quit), but you can return to the game to look at your body if you wish. I have also added an achievement for being resurrected after death (which is very hard to do, but I think I see a way how it could be possible).

Ancient: too late for NotEye 5.9...


Z

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Re: Hydra Slayer
« Reply #38 on: September 13, 2012, 02:32:41 PM »
Any feedback about the recent changes? I need to know what to improve for ARRP...

Darren Grey

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Re: Hydra Slayer
« Reply #39 on: September 13, 2012, 02:38:22 PM »
When do you need feedback by?  I'm tied up tonight, but can give some constructive feedback tomorrow night.
« Last Edit: September 13, 2012, 02:53:54 PM by Darren Grey »

Z

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Re: Hydra Slayer
« Reply #40 on: September 13, 2012, 04:34:34 PM »
I am quite free tomorrow (Sep 14) and quite busy the next day. But hopefully I will be able to make some changes...

kraflab

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Re: Hydra Slayer
« Reply #41 on: September 13, 2012, 05:18:28 PM »
This has been a busy week for me, but i'll try to get in some playtime tonight or tomorrow

kraflab

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Re: Hydra Slayer
« Reply #42 on: September 16, 2012, 10:26:36 PM »
OK, finally found some time to look at the game.

I don't have particularly a lot to say, but I do like the new tile color scheme.  I think it looks nice.

Another thing I thought would be nice would be to replace the normal looking player with a corpse when they die.  That would probably be the best visual feedback on that event.  I like the fact that the game "keeps going" even after the player dies, but when it still looks like they are standing there it seems a little odd.

One game I started gave me no weapons to damage any of the hydras nearby.  There were enough of them that using items wouldn't allow me to survive.  I had to spend a lot of time dancing around the room until I got space to move elsewhere.  It would be nice if you at least did a check to make sure you have the tools necessary to kill hydras you start near to, although really they probably just shouldn't spawn so close.

Z

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Re: Hydra Slayer
« Reply #43 on: September 17, 2012, 06:19:38 AM »
You are right about the corpse!

About starting too close to unkillable hydras... I think that such a situation is very rare, and you can simply leave the dungeon and enter as a new character. By making sure that unkillable hydras do not spawn too close, we would also lose situations which look difficult but are in fact winnable, and it's situations like this which make roguelikes interesting.

Although maybe a challenging/impossible first level could drive some newbies away? Maybe adding some hints about the first level to the tutorial could be helpful.

kraflab

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Re: Hydra Slayer
« Reply #44 on: September 17, 2012, 06:29:37 AM »

Although maybe a challenging/impossible first level could drive some newbies away? Maybe adding some hints about the first level to the tutorial could be helpful.


That was my concern.  If that was a first experience it would be pretty discouraging.