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1
Discussion / Re: Help Wanted!
« on: August 17, 2009, 14:47 »*2: I don't know why Pascal isn't free, but I'll try to learn it. Don't expect miracles, though, because I do not have a wish-granting demon in a beer bottle (:P). I'm fairly competent at Python, but besides the fact that they're both programming languages, that doesn't really matter.
What do you mean by Pascal not being free?
Also, if you ever need any pointers, feel free to drop me a PM, a letter or a Skype\ICQ request :).
2
FPC Valkyrie / Colouring TTextModeMessages?..
« on: August 13, 2009, 14:01 »
Kornel, I'm completely lost. I need to colour entire Message in colour other than LightGray, but there doesn't seem to be any procedure or variable related to that!.. The closest thing is LoadColors, which is supposed to read colourcoding from file, but it's so enigmatic, I couldn't make heads or tails of it.
Is there a simple way to accomplish the colouring?..
Is there a simple way to accomplish the colouring?..
3
FPC Valkyrie / Re: Getting Started with Valkyrie
« on: August 12, 2009, 13:37 »
Zdorovo, tovarisch!
PM me your contacts, either Skype, GoogleTalk or ICQ, and I can arm-walk you through all the basics.
Anywya, I recommend you using the following Lazarus:
ftp://ftp.hu.freepascal.org/pub/lazarus/Lazarus-0.9.26.3-21184-fpc-2.2.4-20090812-win32.exe
I will package latest SVN Valkyrie for you tomorrow.
PM me your contacts, either Skype, GoogleTalk or ICQ, and I can arm-walk you through all the basics.
Anywya, I recommend you using the following Lazarus:
ftp://ftp.hu.freepascal.org/pub/lazarus/Lazarus-0.9.26.3-21184-fpc-2.2.4-20090812-win32.exe
I will package latest SVN Valkyrie for you tomorrow.
4
Off Topic / Re: Tower defense style roguelike
« on: August 06, 2009, 06:15 »
Then you can start right now :). Maybe we should move the discussion into personal messages for us not to spam the forums.
First, you should outline the generic theme of a game; then you can proceed to tower and monster types.
And thinking of monster deployment algorithm (pseudocode or just words would be fine) would be of great use too :).
Today or tomorrow I'll send you a technical demo for you to have better grasp of what is the material we are dealing with.
First, you should outline the generic theme of a game; then you can proceed to tower and monster types.
And thinking of monster deployment algorithm (pseudocode or just words would be fine) would be of great use too :).
Today or tomorrow I'll send you a technical demo for you to have better grasp of what is the material we are dealing with.
5
Off Topic / Re: Tower defense style roguelike
« on: August 06, 2009, 05:03 »Well, you can implement Tower Assault, you deploy marines with weapons. On the turrerts, there are mancubi, imps, revenants... On of the marines is carrying a thermie and has to plant it somewhere on the map.
Marines can destroys towers, kill monsters, etc.
That could work, except I would absolutely hate having to implement pathfinding for monsters to evade towers. Perhaps it would be worth to separate tower\monster space.
6
Off Topic / Re: Tower defense style roguelike
« on: August 06, 2009, 05:00 »Hmm well, RL tower defense is maybe a bit unlogic as it's turn based (unless you like pressing space all the time while watching your turrets destroy enemies), but yeah maybe if we do it in realtime it might become a great game.
What I'm kinda thinking of, is something in the style of that flash game Vector TD (http://www.vectortd.com, and yeah it's also on NG :p), only with ASCII chars instead of tiles. Could be really good.
I'm definatly in for this, and I'd like to help with the development to get some design/implementation XP :)
What language is the engine written in?
It's not "we can", it's "already done" :). Realtime version of Valkyrion Golem is already done and it works (yeah, Kornel hates my way of structuring things, but it works nevertheless).
Played Vector TD in a past. Fun stuff.
Language: FreePascal with Valkyrie\Golem. Global variables and Typecastings all around, by design, so that might scare you away.
Mhm... The only thing currently unimplemented is sentient placing of monsters (as in increasing semi-random waves), mostly it's, as I've already said, a design work. Would you be interested in it as well, or only the programming part is of interest for you?
7
Off Topic / Re: Tower defense style roguelike
« on: August 06, 2009, 02:54 »Just thought of it, the character could deploy the towers and they would fire on the creeps!
What do you think?
I have a working ASCII engine for such a game (with monsters spawning, moving and attacking, towers being built and shooting, all in realtime), but currently have no interest in designing one (tower types, game balance, monster spawning algorithm).
If anyone volunteers to brainstorm such stuff, game might be completed real quick.
9
FPC Valkyrie / Re: What should never be
« on: May 04, 2009, 12:30 »Quote
That means "never"? :P
Achieving perfection is the easiest thing in the world. I know because I've almost achieved it thousands of times.
10
FPC Valkyrie / Re: What should never be
« on: May 03, 2009, 13:34 »Quote
Nah, didn't work :P
Will try harder next time.
Quote
Also, maybe unit tests would be a good idea?
Perhaps. I'm QA guru after all :-P
Quote
Also, try the junior-tagged tasks in the Trac Wiki
OK.
Quote
a primary factor would be to keep compatibility with all the existing ChaosForge roguelikes
I'll try to. I'll start with non-visible to the end user changes anyway.
Quote
This really interests me, I'd really like to see that code :).
Not perfect yet. Won't show.
Back to my dream project for now. Will be back.
11
FPC Valkyrie / What should never be
« on: May 03, 2009, 04:00 »
Since I'm the only candidate for Valkyrie maintenance at the moment, probably now is the appropriate time for articulating my personal vision of the Valkyrie development, which should probable be enough for any sane person to permanently forbid me coming closer than 50 feet to any computer with FPC installed to it.
Let's take a shot at it.
First of all, I must confess, there's lots of magic inside Valkyrie for me; I have clearly no idea how many parts of it work or how I could use them for my benefit. It's totally a nuclear-bomb-for-president: infinitely powerful black-box.
Thus I would break my aggressive overtake plan into four phases.
1) Part-by-part disassembling (as in "tinkering") with trying to think of one hypothetical case where one particular procedure might be used, trying it and documenting an example should I succeed. That would both serve my own understanding on what kind of a realm I'm trying to control, and increasing the amount of documentation we have at hand.
2) After I can boast at least 45% understanding of Valkyrie feature-set, time for refactoring comes. I am structure Nazi and most probably will have to reshape certain things to simplify further development.
3) Third phase is finally useful for the community: The Great Merge. Valkyrie will be enriched by set of my Golem libraries, which will mean you are getting powerful and easily customizeable Save\Load, Inventory, Item, Skill, Global Map, Creature (and so on) infrastructure for free.
4) Final phase: mature development! Here we are fixing bugs, improving performance and thinking of new features.
Now closer to my global vision of Valkyrie. Kornel did a wonderful job at laying the groundwork for FreePascal-based game development and I don't think there is need for any additional fundamental features. I see my task as improving inner structure of existing shrine (thus simplifing use and decreasing learning time needed) and adding more game development ready-made tools - things like currently existing LOS code. Thus sometime later a poll will most likely be held to estimate, what additional modules would be of the greatest use for fellow FPC developers.
Let's take a shot at it.
First of all, I must confess, there's lots of magic inside Valkyrie for me; I have clearly no idea how many parts of it work or how I could use them for my benefit. It's totally a nuclear-bomb-for-president: infinitely powerful black-box.
Thus I would break my aggressive overtake plan into four phases.
1) Part-by-part disassembling (as in "tinkering") with trying to think of one hypothetical case where one particular procedure might be used, trying it and documenting an example should I succeed. That would both serve my own understanding on what kind of a realm I'm trying to control, and increasing the amount of documentation we have at hand.
2) After I can boast at least 45% understanding of Valkyrie feature-set, time for refactoring comes. I am structure Nazi and most probably will have to reshape certain things to simplify further development.
3) Third phase is finally useful for the community: The Great Merge. Valkyrie will be enriched by set of my Golem libraries, which will mean you are getting powerful and easily customizeable Save\Load, Inventory, Item, Skill, Global Map, Creature (and so on) infrastructure for free.
4) Final phase: mature development! Here we are fixing bugs, improving performance and thinking of new features.
Now closer to my global vision of Valkyrie. Kornel did a wonderful job at laying the groundwork for FreePascal-based game development and I don't think there is need for any additional fundamental features. I see my task as improving inner structure of existing shrine (thus simplifing use and decreasing learning time needed) and adding more game development ready-made tools - things like currently existing LOS code. Thus sometime later a poll will most likely be held to estimate, what additional modules would be of the greatest use for fellow FPC developers.
12
Discussion / Re: Help Wanted!
« on: April 28, 2009, 01:06 »
Mrazerty, I for one would be glad to have you around as a Forummeister :-P
Regarding the ChaosAd: I'm afraid both my skills and availability are sub-par to the requirements, although I'd like eventually to become the maintainer of Valkyrie; so far I can be a Valkyrie apprentice, hardly anything more.
But you can count on my donations ASA I get my promotion :).
Regarding the ChaosAd: I'm afraid both my skills and availability are sub-par to the requirements, although I'd like eventually to become the maintainer of Valkyrie; so far I can be a Valkyrie apprentice, hardly anything more.
But you can count on my donations ASA I get my promotion :).
13
FPC Valkyrie / Re: Valkyrie doesn't work with FPC 2.2.2!
« on: April 27, 2009, 08:30 »
Confirmed: it does work indeed.
14
FPC Valkyrie / Re: Compile Errors
« on: April 26, 2009, 09:46 »Wow, thanks!
Although 0.4.2 is pretty outdated :).
I hope to have better support, documentation and release info when 0.5.0 comes out.
Is it coming... well... anytime?..
15
FPC Valkyrie / Re: Valkyrie doesn't work with FPC 2.2.2!
« on: April 26, 2009, 09:44 »
Hmm, can't compile it with Lazarus 0.9.26.3\2.2.4
D:\SVN\FP\Valk\vds.pas(76,8) Error: Duplicate identifier "_T"
That is the
constructor Create(InitialSize : DWord = 16; IncrementSize : DWord = 0);
line, corresponding to
generic TManagedArray<_T> = class(TUnmanagedObjectArray)
// Standard constructor, reserves InitialSize slots for the array.
// Increment size is the minimal size of expansion. If no IncrementSize is
// specified then the array size is doubled each time it runs out of space.
constructor Create(InitialSize : DWord = 16; IncrementSize : DWord = 0);
What is wrong here?
D:\SVN\FP\Valk\vds.pas(76,8) Error: Duplicate identifier "_T"
That is the
constructor Create(InitialSize : DWord = 16; IncrementSize : DWord = 0);
line, corresponding to
generic TManagedArray<_T> = class(TUnmanagedObjectArray)
// Standard constructor, reserves InitialSize slots for the array.
// Increment size is the minimal size of expansion. If no IncrementSize is
// specified then the array size is doubled each time it runs out of space.
constructor Create(InitialSize : DWord = 16; IncrementSize : DWord = 0);
What is wrong here?