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Messages - Tavana

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1
Off Topic / Re: Working on a roguelike...
« on: February 16, 2019, 00:34 »
EDIT: Remembered the error incorrectly.

Those error messages are from more than a startup hang. I was given the option to continue a game despite not having saved a game previously. The game loaded in, but was unable to do anything since files were missing. I've since reproduced the error twice and sent some more logs your way.

2
Off Topic / Re: Working on a roguelike...
« on: February 15, 2019, 00:51 »
And just to be incredibly spammy, here's another response.

The <x50billion> repetition thing works, but say I run into a wall 50 times and then start walking and run into another wall, there's no new message because it's the same stored message. You might want to make it so that your counter finishes off if you move into another square?
I feel like using healing ointments might be a similar thing - I see that despite great age, I'm healed. But I can't tell how many times I've used it until I run into a wall or get attacked. The same with a monster attacking you and missing/hitting if you don't hit back.

I just died to a swarm of scarabs after powering through 2 Viridian Auras because I couldn't hit the dang things. Ah well.

Spoiler (click to show/hide)

Please also find attached a screenshot of the kerning on my computer, and how ridiculously bad I am at lockpicking/opening an urn, and then being far worse at opening a complex lock.

3
Off Topic / Re: Working on a roguelike...
« on: February 15, 2019, 00:02 »
Error time!

So, the first time I ran your game it displayed the opening screen and then in hung, and I restarted my computer. I figured it had done this due to my literally just installing Java.

This time, I deleted my old directory and installed your new files. Ran it once, it created the Save files and then the first screen had another hang. It accepted ALT+F4 as an input and closed. When I ran again, it apparently detected a save file and would not let me start a new game, I had to continue. It of course had an issue with this, and gave me a red error message. There are more error files than the forum will allow me to attach, so I'll just email them to you.

4
Off Topic / Re: Working on a roguelike...
« on: February 14, 2019, 23:52 »
Dude, its an alpha, no need to apologise! XD

I didn't see instructions for Ctrl +X or Q in the ? menu, let me look again. Also, good to know about deleting the save file. I'll give that a go if it doesn't load up the next time.

I don't see any obvious error file that has generated, so I'm guessing that none came about. I'll download the newest version and give it a go later.

5
Off Topic / Re: Working on a roguelike...
« on: February 13, 2019, 23:14 »
Downloaded Java 11.0.2 to test this out. Seems to run well for me, at the moment. I tested two levels of the game and then needed to take a break. I could have just left it running, but I normally shut this computer off when I'm not using it.

There appears to be no command to quit a game once started, or for saving/loading. I tried 'Q', 'q', 'ESC' and even 'ALT+F4' to no avail. Had to kill the process in task manager. The game would not boot up properly after this, just showing a blank screen with no graphics. I suspect I will have to restart my computer to get it to work again.

The kerning of your walls of text was a bit odd on my computer. I could read it, but it strained my eyes a bit due to the spacing. Given the feel of your game, perhaps that was intentional?

Unlocking a vault on level 1 worked fine, but man was there a wall of text of my failures. Any chance of when there's a repeated action like that to show "You failed to [do a thing] 147 times." and then either have the interrupt or show a success?

6
Post Mortem / Re: YAVP AoMC + AoC
« on: December 03, 2018, 20:02 »
Not a bad run at all. AoC and AoOC are great for medals, as is AoMC. How helpful was the GCB at the start?

Would you mind editting your original post to include mortem tags?
Code: [Select]
[mortem]
Mortem text here.
[/mortem]

7
General Discussion / Re: How to get into beta?
« on: October 22, 2018, 08:00 »
I believe that at this point there's no viable way to get involved in the beta testing. Eventually Jupiter Hell will move to Early Access on Steam, and I believe access will be able to be purchased then, but that's still a ways off. This is all hearsay from me, however.

8
Discussion / Re: We're all still here...
« on: February 08, 2018, 21:20 »
I hope they're all behaving themselves like good members of the Chaosforge.

9
Discussion / We're all still here...
« on: February 05, 2018, 15:58 »
Hey folks. If you're the sort to pop by now and again (or even if you've been active on here every day) you may have noticed that there's not much going on in the forums. I thought it might be a good idea to let you guys know that this is actually a good thing. Kornel has been hard at work coding away. And if you've got time to read this and want to verify my claim, feel free to check out the Chaosforge Discord Channel where Kornel has been announcing heaps of extra streams of his coding.

We now return to your regularly scheduled lurking.

10
Off Topic / Re: Music Review Trader
« on: November 27, 2017, 17:58 »
Your mentions of drug trips made me think about having you review the album "New Magnetic Wonder" by The Apples in Stereo, but I'm unable to find any complete album uploaded online. I may have to create my own.

EDIT: If you have any of the following accounts, in theory you should be able to listen to it for free. Otherwise I'll upload files to a private playlist or something.

Spotify
Deezer (some sort of streaming service?)
Amazon Prime

11
Discussion / Re: The official ChaosForge Discord channel
« on: November 19, 2017, 20:54 »
The only issue is that now there's so much activity on there that this forum isn't getting much. I blame Malek.

12
Well, you definitely have some skill. That skill might simply be patience. Lots and lots of patience. Kudos, man.

13
Nightmare! / Re: [N!|AoLt+AoMC|6|92%|YASD] Pwnage
« on: October 31, 2017, 23:14 »
Not bad at all. I really enjoy max carnage combat shotguns.

14
DiabloRL / Bug Topic
« on: October 30, 2017, 06:21 »
Everyone loves playing DiabloRL because it's just that awesome. Sadly, bugs exist. So please let us know when you find them.

Useful information to post includes:
Version number
Operating system
What the bug is

Known bugs in DiabloRL 0.5.0:
The hydra spawned by the Guardian spell is not configured properly and will cause a stack overflow that will crash your game. Avoid casting it.
Damage/AC calculation is in need of some TLC.
Mortem text is also in need of some TLC.
Inventory and Quickskills are in need of some TLC.
Town Portal has errors if you avoid using it and walk back...and then use it again.
Also, errors happen if an item is sitting where the town portal appears and you cast it.
Selling an item and having nearly a full stack of gold can make your new gold disappear instead of drop to the ground.
Infravision does not work.
Knockback from weapons is conveyed to spells (and shouldn't be).

15
I had suggested that you could necro this older post, but instead I wrangled moderator access and set up this post instead. I'll also see about finding/getting a proper trac set up again.

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