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Author: r.shimminr.shimmin
Date: Dec 26, 2008 15:20
So how many usable columns are in the common-denominator terminal
emulator? Even my xterm session seem inconsistent between reboots of
my Linux box.
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Author: antonioantonio
Date: Dec 26, 2008 08:58
Hello all.
I have a new version of Letrain, please, take a look.
Rewrited in C++ with extensive use of stl containers.
Now with a language, to describe your maps and rails, and respond to
events with sensors and semaphores.
Also a good screen editor to write your maps and vehicles simply.
Looking for help to make it better.
Thanks.
Antonio.
PD: I know, I know, "roguelike" is some far of train simulators, but
think of letrain as a "roguetrain" :-D
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Author: Erik AronestyErik Aronesty
Date: Dec 24, 2008 15:55
I recently started working on a perl roguelike library. Someone on
here will probably tell me it's been done before, done better, etc,
but I couldn't find it and sometimes I just write code instead of
googling for it.
I posted it on sourceforge and if anyone has ever liked perl, and
looked for one and/or wanted to use/write/has-written one, etc. ...
I'd appreciate any feedback at all.
https://sourceforge.net/svn/?group_id=248763
All the algorithms are from my own fevered brain... I'm sure there's
probably a better way to do things.
There is little/no documentation, except the "example" program (which
runs on windows or linux), which shows how to create a map, and add
rudimentary collision/attack/healing code (essentially a roguelike
"hello world")
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Author: Gamer_2k4Gamer_2k4
Date: Dec 24, 2008 14:05
On Dec 24, 3:28 am, Stephan Houben gmail.com> wrote:
> Gamer_2k4 wrote:
>> If your opponent has armor,
>> you want rapid-firing weapons to destroy that, but once the armor's
>> gone, you want hard-hitting weapons to inflict the most damage
>> possible.
>
> I'm not completely sure if I follow this logic.
> Hard-hitting weapons do less damage against armor than
> rapid-firing weapons?
>
> Stephan
Eh, I don't recall exactly how it works. I think it was something
like the more hits you get on armor, the less effective it is against
future attacks. Therefore, "Swarm missiles hit 8 times for 0 damage"
gets you closer to really hurting your opponent than "Breaker cannon
hits 1 time for 5 damage."
--
Gamer_2k4
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Author: mikkergimenezmikkergimenez
Date: Sep 22, 2008 16:29
I wanted to post this here, because if I were to ever develop a game
the most realistic would be a rogue-like. I'm curious to get other
people's opinion on this system. The system is not totally ideal for
a roguelike(which I will become clear) but a rogue-like I think is the
easiest place to create a proof of concept. If anyone would like to
try this idea, I'm all for it, I'd love to do it on my own, but my
programming skill is novice at best. I could try to help out in any
way I can. As well as a skill system, I also have an idea for a magic
system and (in an MMO) a trade system.
Character Creation -- The character creation would be very simple,
depending on the game world. Name and gender, and then possibily race
and religion The race could help guide character development by
promoting strengths. This could be done in the usual way, Ogre's
would end up as brutal fighters, elves as magic users or archers and
humans as all around. The way I would want to do my game, only
allowing human would be ideal, because it promotes the most diverse
character development. Either way, the weaknesses allowed to the
other races, probably wouldn't prevent them from excelling in other
areas, if albeit slowly.
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Author: FenrirFenrir
Date: Sep 22, 2008 13:07
I'm having a hell of a time with dungeon generation. First I tried
placing rooms randomly about the map and connecting them with tunnels,
but pathfinding proved rather difficult. Now I'm trying Mike Aderson's
dungeon generation algorithm (http://
roguebasin.roguelikedevelopment.org/index.php?title=Dungeon-
Building_Algorithm), but I'm not having much more success. Is there a
simpler way? Should I keep trying to implement Mike Anderson's
algorithm, or maybe have another go at my initial plan?
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Author: Radomir 'The Sheep' DopieralskiRadomir 'The Sheep' Dopieralski
Date: Sep 22, 2008 02:52
This is one of ideas that flew around on IRDC, I thought it's
worth saving for the future, if not as a viable approach, then
at least as a food for thought.
New users often feel overhelmed by large complexity and richness
of roguelike games. One way to mitigate this problem is to make
the beginning of the game relatively simple, and add functionalities
as the game progresses. For example, you can let players develop
new skills for their characters as they level up. This common technique
is somewhat spoiled by the fact that at the point where the players
are expected to make the decission about which skills to improve, they
know very little about the game and about the skills themselves. It's
also very hard to pick the most important skill at the moment, as each
of them is (should be) useful in some way. It also leads to the desire
of maxing out all the skills.
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17 Comments |
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Author: PointlessPointless
Date: Sep 21, 2008 14:05
MetaCollider beta release 3 is up for download, now with a Windows
executable. I've also added a script that allows users adjust their
resolution, font size, and/or run in fullscreen, if you download the -
source-. To do this, open up settings.py with any text editor and
follow the directions given in the comments. The Windows version runs
in 800x600 in 12 point font. I've also fixed a crashing bug and given
monsters more skills.
http://www.sourceforge.net/projects/metacollider
I would love to hear comments good or constructive sent to my email
address.
Here's the readme:
Windows Distribution:
--------------------
MetaCollider can be played with a single download on Windows systems.
Just download the Windows distribution and run the executable.
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Author: Nate879Nate879
Date: Sep 21, 2008 13:55
RLLib is a library intended to make writing roguelike games easier. It
offers 24-bit color, and many other features. This is the first
release. Download it at my website, http://nate879.org/.
Features:
* 24-bit color
* Modify individual pixels or characters
* Simple API (programming interface)
* Runs on Windows and X11
* Doesn't depend on any other libraries
* Small amount of code, and no unnecessary features
I know that libtcod offers most of these features, but I think it's
very complicated, and it relies on several other libraries. RLLib
doesn't need any other libraries, and is less bloated.
By the way, the name RLLib is temporary, and stands for roguelike
library.
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