Author Topic: Reviving Iso-Angband  (Read 71413 times)

getter77

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Re: Reviving Iso-Angband
« Reply #30 on: October 15, 2009, 01:23:51 PM »
Heh, keep up the good work Hajo!  Besides, if you are out of place here---then what in the world does that make me!   :o
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Etinarg

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Re: Reviving Iso-Angband
« Reply #31 on: October 15, 2009, 01:30:35 PM »
Heh, keep up the good work Hajo!  Besides, if you are out of place here---then what in the world does that make me!   :o

I'll try. Today I'm a bit down, but that will get better again, too. Thank you for the encouraging words :)

Fenrir

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Re: Reviving Iso-Angband
« Reply #32 on: October 15, 2009, 03:10:29 PM »
Edit 2: Also it bothered me to have had this project unfinished so many years. It's been on the edge of actually being playable when I gave up. I felt I gave up too early, let the circumstances discourage me too quickly.
I know how you feel. I'm currently on my fourth roguelike attempt.

I may prefer ASCII symbols to graphics, but I certainly admire all the work you're doing, Hajo. You are certainly not out of place here. I'm a giant wolf, for Odin's sake!

Etinarg

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Re: Reviving Iso-Angband
« Reply #33 on: October 16, 2009, 09:02:11 AM »
Thanks, Fenrir!

ASCII has definitely a very unique touch to it, the way it's used in roguelikes. Also ASCII art is a very special art. I wish I could do that.

Starting all over with projects is common, not only in roguelike development. It's very difficult often, to decide if it's better to stay with the old project, try to improve what is already there, or to start again from scratch.

Someone said, the preference to start freshly is found, because reading code is harder than writing code. So reading and improving old code looks more difficult than writing new code. Maybe it really is more difficult.

A physicist, when asked about his teams success, said "We stood on the shoulders of giants." He meant, all the former physicists who had done research, and upon whose findings later generations of scientists could build. So sometimes, an existing  codebase can be like a giant, and if you manage to get onto his shoulder, you have a big advantage.

I wish you good luck with your projects, Fenrir. Also, this forum should have plenty of witty people to solve most, if not all problems. I'll also try to help if I have ideas how to solve a particular problem :)

Edit:

Mini progress report:

- Traps image and configuration
- Naga image and configuration
- Human-size skeleton image. Updates to some skeleton monster entries.
« Last Edit: October 16, 2009, 02:27:24 PM by Hajo »

Anvilfolk

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Re: Reviving Iso-Angband
« Reply #34 on: October 16, 2009, 12:49:39 PM »
Hey, I hope I didn't discourage you. Your post totally clarified where you come from, and I'd also like to state you're definitely NOT out of place. I mean, look at me, I've never programmed a roguelike and yet here I am, being annoying just because I prefer ASCII :)

Still, ASCII WILL get its revenge!


--- edited ---

Edited to add a not! I can't believe I forgot that! :-X Sorry!
« Last Edit: October 21, 2009, 08:15:21 AM by Anvilfolk »
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Etinarg

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Re: Reviving Iso-Angband
« Reply #35 on: October 21, 2009, 07:59:40 AM »
Had some free time and decided to paint some more:

- Frog image and configuration
- Yeek image and configuration
- Kobold image and configuration
- Salamander image and configuration.

Edit: The Angband dungeons must be a wet place with all the amphibians. OTOH there are a lot of lizards/reptiles in there too, who rather like it warm. Maybe this is an underground sauna of sorts - who knows ;D
« Last Edit: October 21, 2009, 08:02:16 AM by Hajo »

Etinarg

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Re: Reviving Iso-Angband
« Reply #36 on: October 22, 2009, 09:16:56 AM »
Another mini progress report:

- (Giant) rodent skeleton, canine skeleton, humanoid skeleton images and configuration added.
- Worm mass monster image added, configuration updated.
- Lantern image, configuration added.

Some previews (they will appear in proper color in the game):

Frog, Salamander, Worm Mass



Giant Rodent Skeleton, Canine Skeleton, Humanoid Skeleton



The humanoid skeleton looks odd, I'll try to improve it once I have an idea.

The images are available under the "creative commons - attribution, share-alike" license in my forum:
http://www.funkelwerk.de/forum/index.php?topic=189

« Last Edit: October 22, 2009, 01:13:22 PM by Hajo »

getter77

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Re: Reviving Iso-Angband
« Reply #37 on: October 22, 2009, 12:36:38 PM »
Nice work!  I especially like the Worm Mass set.
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Etinarg

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Re: Reviving Iso-Angband
« Reply #38 on: October 22, 2009, 01:21:17 PM »
Thanks :) The worm mass was tricky - well, the hardest part was to get an idea how to picture it.

getter77

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Re: Reviving Iso-Angband
« Reply #39 on: October 22, 2009, 02:52:49 PM »
I essentially thought about a plate of Killer Pasta...and sure enough you've hit upon the gist of that with the image!   :P
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Fenrir

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Re: Reviving Iso-Angband
« Reply #40 on: October 22, 2009, 05:59:05 PM »
I essentially thought about a plate of Killer Pasta...
Elig, you know what to do.

Good work on those images, Hajo.

Etinarg

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Re: Reviving Iso-Angband
« Reply #41 on: March 31, 2010, 08:22:22 AM »
I've uploaded a new development snapshot, Iso-Angband 0.2.7.1:

http://www.funkelwerk.de/site/misc/iso-angband/releases/iso-angband-0_2_7_1.zip

There is a Windows executable included, so if you use Windows, you can try it right out of the box. Sources and images are included as well, and I think it should compile for Linux, too, but I didn't test that yet.

There haven't been changes to the source code this time, just the images and configuration files were updated.

Change log:

- (Giant) rodent skeleton, canine skeleton, humanoid skeleton images and configuration added.
- Worm mass monster image added, configuration updated.
- Lantern image, configuration added.
- Updated several weapon images.
- Added bent sword image.
- Added two handed sword image.
- Updated blade weapon config.
- Sling image and config.
- Crossbow image and config.
- Shield image and config.
- Frog image and configuration.
- Yeek image and configuration.
- Kobold image and configuration.
- Salamander image and configuration.
- Traps image and configuration.
- Naga image and configuration.
- Human-size skeleton image. Updated some skeleton monster entries.

If you find mismatching images or run into something strange please let me know.

Bug report thread: http://www.funkelwerk.de/forum/index.php?topic=197.0

mariodonick

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Re: Reviving Iso-Angband
« Reply #42 on: March 31, 2010, 08:47:17 AM »
I really like the visual feeling -- it's surreal, but feels good and still like Angband, which is one of my favorite roguelikes.

I also like the fact that the src directory contains files named after SimuTrans ;)
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Etinarg

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Re: Reviving Iso-Angband
« Reply #43 on: March 31, 2010, 08:56:09 AM »
Hehe  ;D

I've always been a big fan of code reuse, and it was a try to make use of the graphics code from Simutrans. Unfortunately both version evolved in different directions, and since a long time must be maintained separately.

I still suspect bugs in there, but I couldn't nail them yet - also my C skills have crumbled to dust in the past 5 years, when I was only writing Java code, using Java IDEs. Actually it was just good luck that I found my old C/C++ development environment in a backup and was able to compile Iso-Angband again. At the moment all I really can do is to add graphics and fix the most simple and obvious bugs. Besides an occasional hiccup in the "look" command things seem to work well enough though.

Thanks for trying it and giving some feedback :)

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Re: Reviving Iso-Angband
« Reply #44 on: March 31, 2010, 08:59:17 AM »
Site funkelwerk.de just isn't working for me :(
Connection timed out.
Traceroute can't get past pccwbtn.net
I used to play angband a lot...