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Messages - Chris

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1
Forum / Re: Reccomended Roguelike engine/code?
« on: January 31, 2008, 17:01 »
I would second Igor Savin's opinion.

After getting the SVN version I would recommend getting the source code of berserk as well. Not only does it provide a handy reference for how to use Valkyrie\FreePascal but it also contains a number of usefull routines you might want to...ahem....'borrow'--explosion and the LOS code were of particular use to me.

Also I started out copying the rl tutorial from the old Valkyrie page. Some things need to be changed (the constructors are called Create now, not Init, for instance) but they're not too difficult to do so.

You might also want to look through the Valkyrie discussion board for Kornel's example of how to use the new text UI. It looks quite handy and cool, though I haven't tried it yet, as I had already had programmed (badly) my UI code by the time it came out (and am a couple of updates behind on the version of Valkyrie I'm using anyways)

2
Discussion / Re: StarWarsRL
« on: January 03, 2008, 00:55 »
Heh. I don't even like StarWars that much, but that screenshot makes me want to play that game SO HARD.

What I think would be neat is if you started out as the galactic scruffy rogue/mercenery type of guy and about 2/3 of the game was played that way. Then, you have some sort of goal or mission you complete and you have the option of retiring on your ill-gained spoils, or joining the jedi academy and completing another 1/3 (much more difficult) endgame where you slowly gain in jedi rank and either go save the galaxy or convert to the dark side and destroy it :)

Also it should have some fast and simple ship-to-ship combat. And those robot stormtroopers from the first Dark Forces game. Those guys were awesome.

All this is purely hypothetical of course. I just liked the game idea and felt like riffing on it.

3
FPC Valkyrie / Re: Valkyrie = Cool
« on: January 02, 2008, 03:47 »
The SVN version. Though I did follow the tutorial from the website, it seemed mainly to work just fine except for having to change the Init constructor to Create, and having to remove...um...a Done destructor, I think. I compiled PasDocs of the SVN version of the library, and that helped a lot too, as well as Berserk (I'm basically learning FreePascal through your source code)

Man, though, Free Pascal has some weird syntax :)

Just finished LOS too actually, by copying Isaac Kuo's beamcasting code out of Berserk.

So what are these big new features planned, if your willing to tell?

Also, any chance of a lua scripting tutorial? I see the vlua module in the library, but so far have assumed it would be a bit too complicated to make learning it without a tutorial that easy.

4
FPC Valkyrie / Valkyrie = Cool
« on: January 01, 2008, 20:07 »
So I've discovered that the Valkyrie library pretty much kicks ass, good job Kornel.

After two or threes days of work -- including the time spent getting it set up, and figuring some stuff out about FreePascal  which I'd never really used much -- I've got a guy walking around, opening doors, picking up stuff, and -- the coolest thing -- walking around in a nice looking random dungeon courtesy of extending the TDungeonBuilder class. WAY quicker progress than any other roguelike project I've attempted.

5
FPC Valkyrie / Re: Compilation Errors in vstream.pas
« on: May 29, 2007, 13:05 »
Using fpc version 2.1.4, on windows, with Valkyrie 4.1, I get these errors\warnings:

vstream.pas(148,18) Error: function header doesn't match the forward declaration "IOutputStream.Write(const LongInt, Pointer)"
vstream.pas(166,20) Warning: An inherited method is hidden by "constructor TFileInputStream.Open(const ShortString)"
vstream.pas(199,20) Warning: An inherited method is hidden by "constructor TMemoryOutputStream.Open(const LongInt)"
vstream.pas(235,20) Warning: An inherited method is hidden by "constructor TTextInputStream.Open(const ShortString)"
vstream.pas(255,17) Warning: An inherited method is hidden by "TTextInputStream.ReadString:ShortString"
vstream.pas(297,20) Warning: An inherited method is hidden by "constructor TSTDOutputStream.Create"
vstream.pas(328,1) Fatal: There were 1 errors compiling module, stopping

One thing to note is that initially it couldn't find a file vtextut.pas, which I couldn't see in the 4.1 library, so I added it from 4.2.

Thanks in advance.

6
FPC Valkyrie / Compilation Errors in vstream.pas
« on: May 28, 2007, 17:54 »
When attempting to do the sr tutorial I get the following error:

vstream.pas(145,18) Error: function header doesn't match the forward declaration "IOutputStream.Write(const LongInt, Pointer)"

I'm using the 4.0 version of the Valkyrie library, by the way.

I'm doing this on OS X, but I was getting the same error on windows, when I was trying to compile berserk. I'm compiling using the command "fpc sr.pas -S2". I'm new to free pascal, so maybe I'm doing something really simple wrong. Anyway, any help would be great. Thanks.

7
Requests For Features / Mac OS X Version
« on: May 05, 2007, 18:50 »
So on the DoomRL homepage, it says to give you a sign on the forum...so thats what I'm doing. Since OS X uses the ncurses library as well, I wouldn't think it would be that difficult. But then again I don't know how the sound effects are implemented or the state of a FreePascal mac compiler, and there may be any number of things I'm not thinking about.

Anyway, off to play the game now.

8
Announcements / Re: AliensRL 7DRL Released!
« on: March 18, 2007, 21:44 »
You really had to release this the night before my linear algebra final? Fuck.

So I played one quick game (if I play any more I know I'll get sucked in an never study), and I have to say, this looks encredibly cool. The music and color scheme and sound and the fact that you can wonder around these big levels all make it very atmospheric. Heck, I even dig the the level load screens. My one gripe so far is that there doesn't seem to be a way to read a description of the aliens or items. As I remember Deadcold has these bits where you first see an enemy and a little screen pops up describing your reaction to it. That might be neat.

Good music by the way. Where's it from?

You know what would be cool? If you could play as an android. Or if you could meet up with other marines and fight with them in tandem, or a character creation system like system-shock 2 where you choose several tours of duty that determines your stats, or....um, yeah. I really need to go study now. Damn. *Resists temptation to go play game again*

9
Discussion / Re: Next Project?
« on: November 25, 2006, 14:46 »
I'm definitly interested in hearing more about the magic stuff. And I never thought that it was going to be a "traditional dungeon crawl" in that it was a direct copy of ADOM or Crawl or Nethack or something. Rather my interest was in, given a traditional game format, what odd or unique twists you would give it. Also I'm interested in seeing the kind of setting\story\atmosphere you can create yourself (which is not to knock the games based on the story\setting\atmosphere from another source, because there all encredibly cool :) )

10
Discussion / Re: Next Project?
« on: November 21, 2006, 23:28 »
Hopefully not too off topic, but what does "tripped on my foot" mean? I don't believe I've ever heard that expression before.

11
Discussion / Re: Next Project?
« on: November 21, 2006, 17:56 »
My vote would be for Carceri (though I seem to be the only one), because I always thought the atmosphere\setting for that game sounded pretty cool. Plus it would be interesting to see a traditional-dungeon-crawl (though it sounded like it was more than that as well) kind-of roguelike from someone who has usually programs anything but :)

Also I'd really like to see the graphical version of DoomRL.

For that matter I'd really like to see GenRogue.

And bererk and diabloRl are pretty cool, and whatever your next crazy idea is , I bet that'd be cool too...so, um, basically do whatever you like :)

12
Discussion / Tips
« on: October 31, 2005, 03:30 »
Fire a couple of shotgun shells into areas you haven't explored yet. If there are enemies in range you can hit them, usefull both because of the damage you do and because you can tell whats out there via the sounds. You can use any weapon with this really, but the shotgun is most usefull because it spreads out.

With a shotgun, because it spreads out, you can sometimes hit creatures that normally would be protected by a wall if you were to use something like the chaingun.

If you know or suspect that there are creatures close to the other side of a wall, push a couple of barrels next to it and then blow them up from a distance away. Even if you don't get them all you can still stand aways away and shoot offscreen to try to get them.

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