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Messages - Picklish

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1
Discussion / Re: Donation driven development
« on: April 17, 2009, 14:04 »
I think a graphics tileset would drastically raise the profile of the DoomRL project and consequently, yourself and your other projects.

Seconded.  I can immediately name a number of folks that would love DoomRL, but that will never play it without a graphical interface.  I would gladly donate my time or money if I knew it would contribute towards a version of DoomRL with a graphical tileset.

If you don't mind taking the time to explain, I'm curious what the technical issues are with graphics and FreePascal. Isn't there an SDL interface for Pascal?

Even if the graphics were crudely implemented to begin with (hint: just hack something out in your spare time), you should see a big increase in the number of followers!

Although it doesn't have to be, I think the bar is quite low for graphics in roguelike games.  For what it's worth, folks were so excited when Crawl Stone Soup added health bars on monsters.  It's not like this was either revolutionary or a very large feature, but players were clearly starving for interface niceties of any kind.

2
With Cateye (2?), monsters that appear at the edge of your LOS are visible, but hitting the fire key will not automatically choose them.

3
Bug Reports / Start game, show player, exit causes exception
« on: January 26, 2008, 10:56 »
This is on Linux, 989, sound.  If I just start a game, show player, and then exit, I get this:
Code: [Select]
An unhandled exception occurred at $0805A682 : EInvalidPointer : InvalnThere are more characters, but given the console state after quitting doomrl, that's all I could print.

4
Bug Reports / Re: Typos
« on: January 26, 2008, 10:49 »
A few more from me.  ;)

From unix_notes.txt:
Code: [Select]
1. DoomRL looks for it's data files ...
Missing comma after compensation in AoB description:
Code: [Select]
As a compensation Large Healing Globes work on you like a Berserk Pack!
The Brute description still has an apostrophe:
Code: [Select]
You don't need a gun - gun's are for wusses!
Edit:

Picking up anything with a full inventory:
Code: [Select]
You don't have enough place in your backpack.

5
Bug Reports / Re: No partial win credit
« on: January 26, 2008, 10:37 »
I read the stickied "reported bugs" note, but didn't see this.  Is there some other place I should be looking before posting bugs?

6
Bug Reports / Tactics / documentation
« on: January 26, 2008, 10:36 »
I could be confused about changes that have happened since 985/987, but it is not clear to me how tactics are used.

The manual still claims that there are the same cowardly, cautious, and aggressive tactics as 985 had and doesn't mention running.  The status bar lists cautious, which makes me think that maybe I can change which tactic I am using.  However, when I hit the tab button for tactics, it just starts running -> tired -> cautious.  If the old tactics have been removed, could the documentation and status bar be updated to reflect that?

7
Bug Reports / Asymmetrical line of sight
« on: January 26, 2008, 10:29 »
In a recent game, I was standing around the corner from an imp.  He kept shooting at me, but I couldn't see him.

8
Requests For Features / Ability to aim out of sight
« on: January 26, 2008, 10:25 »
Currently, when aiming, the target is limited to your field of view.  This makes it incredibly tough to shoot at anything that doesn't line up perfectly in one of the eight cardinal directions.  There's already a to-hit penalty for shooting those things and it seems reasonable to me that I should be able to aim at them more easily.

Also, being able to tab-select barrels when firing would be nice too.

9
Bug Reports / No partial win credit
« on: January 26, 2008, 10:14 »
I beat the Cyberdemon by sacrifice on the same turn that he killed me.  The high score list says that I won, but my partial wins didn't increment and I didn't get any credit for winning with AoI.  (989, Linux, sound)

10
Discussion / Re: Discussion on game development
« on: June 23, 2007, 06:56 »
Quote
A good coder, like any other discipline, is someone who can take the job placed before him/her and get it done efficiently, regardless of what the job is.
Uh, yeah, right. "hello, world" - anyone ?

I'm sorry, but Derek is right on the money here.

Karry, your argument seems to boil down to this: games in some genres are more complex, therefore people who work on them are better coders.  I would agree that some genres require more resources to complete, but not that they require better programmers.  I would also even maybe agree that some genres also require more outside knowledge (physics, math, AI, networking, hardware, graphics, etc.), but working on tasks that require them don't make people better programmers either.  That sort of experience and knowledge is orthogonal to being a good programmer.

(BTW: Does anybody else but me feel like coder is a pejorative word or at least a bit myopic? Saying coder is like calling an author a wordsmith.  There's way more to writing than just pen to paper.)

11
Bug Reports / Re: Typos
« on: May 23, 2007, 20:13 »
Quote
--------------------------- DOOMRL Hall of Fame -----------------------------

  M 65732  Picklish       CL:8   defeated the Cyberdemon       L25  AoMr
  M 55760  Picklish       CL:8   killed by a Cyberdemon        L25  AoI

If there's only one Cyberdemon, then it should probably be "the" in all cases, such as in the high score table and your mortem.  It might also be incorrect in game, but I couldn't easily check.  ;)

12
Requests For Features / Re: Relatively Safe Reminder
« on: May 20, 2007, 13:45 »
Hooray! Thank you!

13
The lever said "dangerous", but hell, even the switch that explodes the barrels right next to you is labelled neutral, so you can't really trust it.  I just really, really, wasn't expecting the entire level to be filled with lava, though.  Just the room, sure.  But, the entire level? Never seen that one before.  Also, extra fun on AoI.

Thanks, Kornel.  The message made it entirely worth it.  ;)

14
Requests For Features / Relatively Safe Reminder
« on: May 19, 2007, 08:55 »
I know that there's a message history now and that folks have requested a button to say whether the level is safe or not.

My suggestion is to change the level name in the lower right, e.g. "Phobos Base Entry", from red to dark blue whenever it's safe.  No need to implement a keypress or search through the message history, it's just right there.

15
Requests For Features / Re: Comments from a New Player
« on: May 13, 2007, 09:45 »
Responses from a slightly less new player:

# Now that monsters can react to your presence when outside your LOS, how about nerfing them down? 9 times out of 10 I get killed by a monster I cannot see, but obviously can see me because it just fired at me. I hear that there is a 50% chance for a shot you fire outside your LOS will miss, regardless of everything else. Is this implemented for the monsters as well? If not, it should.

Please somebody else correct me if I'm wrong here, but I was under the impression that the only monster with a larger LOS than the player's default is the Cyberdemon.  I think the only time you can get hit by a monster that you never see is if you take a step, the monster attacks, and you get knocked back.

However, there is a known bug on the arena level where there's an extra, invisible copy of yourself in the center of the map and if a monster can see that, then it will shoot at the real you, even the monster is well out of your LOS.  I know I've been killed by that three or four times now and run into it as well, nearly killing myself with the chainsaw.

# Restricting weapon mods only to advanced weapons is, IMO, not practical.

Personally speaking, I wouldn't mind seeing the ability to at least put one mod on "basic" weapons with maybe one extra per level of Whizkid.

# Now that DoomRL includes Arachnotrons, hasn't the Former Human Commando become redundant? I like him, but he's just an Arachnotron with fewer legs.

...and fewer hit points, the ability to open doors, and an even worse melee attack.  Also, you get a plasma rifle back when you kill one.  Sure, their attack is similar and in both cases it's ideal to be in melee range (or out of LOS), but in my opinion, they're different enough.

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