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Messages - Santiago Zapata

Pages: 1 2 3 [4] 5 6 ... 15
46
Discussion / Re: Poll : Removing "Places Visited"
« on: December 19, 2006, 15:27 »
But I think it is useful to know what kind of levels did out poor marine run with (for example, if he got lots of complexes or he had to battle through caves...)

Perhaps it may be kept with multiplication marks (He battled through a complex (x5) ) etc.?

47
Forum / Re: Squares on poster info?
« on: December 18, 2006, 11:53 »
Yeah, yellow squares are generaly based on postcount, except for donators who get 3 for free :).
Ahh! that was the reason ;)

48
Forum / Squares on poster info?
« on: December 18, 2006, 06:34 »
Just out of curiosity, what do these squares under the avatar mean? I always thought they were some kind of post count indicators, but recently saw a new member who had 3 squares, also what does the color mean?

49
Discussion / Re: Request for Ideas : 2D combat in space
« on: December 15, 2006, 07:00 »
I second the real time part, somehow, and as much as I like GearHead, turn based physics (like for example when you are on space, or running or rolling) dont catch :P

50
Bug Reports / Re: Overloaded Level
« on: December 15, 2006, 06:57 »
I just got this room in Level 2 of my game, with the difficulty set to I'm Too Young To Die:


#####
#*h*#
#&**#
+|h&#
#&hh#
#h@&+
#h*h#
#hh&#
###+#


This is ALL of the level I've seen so far.  I'm right were the stairs from the surface dropped me...

(Edited to show color of shotgunners.)

Stop whinning marine! :P

51
Requests For Features / Re: Tutorial mode
« on: December 15, 2006, 06:55 »
Santiago, I'm going to finally give CastlevaniaRL a play through sometime next week and I'll make a post about it on TIGSource, if you don't mind. :)

That would be very nice... I'm planning to *polish* the character advancement system on next version so it is a bit more interesting, but for now I must finish DrashRL (And I am pretty happy with the way it is evolving ;) )

Oh yes, do it -- I've always envied Castlevania until Slash himself told me that the downloads of it were so low... it deserves a lot more attention :).
I keep wondering the reason of that :P but I hope next version will attract more people via its internal mechanics rather than graphics or theme (roguelike = theme + mechanics + interactions + presentation, cvrl is missing a byte on the mechanics part)

52
Off Topic / Re: I am Back!!??
« on: December 13, 2006, 17:50 »
Oh yes, but this one is another beta, not the one he initially asked testers for ;)

53
Discussion / Re: Undoomish, but DoomRLish
« on: December 13, 2006, 06:02 »
If Genrogue were still the roguelike vision that Kornel had, it may have been possible, however considering he doesnt consider it a roguelike anymore, I doubt that will happen :)


54
Discussion / Re: Request for Ideas : 2D combat in space
« on: December 11, 2006, 21:23 »
Hope my ideas have a room here, and you find them useful

First off: Yes, the overall idea sounds nice... hope you can team with a good artist to complete the requirements for a game of this kind.

About 2D space combat.... I think it would be nice to have a squad and issue orders to your lancemates; different customizable spacecraft is a need, including different sized space fighters, heavy armed-highly maneuverable combat mecha, and possibly personal scale suits for emergency.

Also different kind of areas including asteroid fields, mined fields or areas near big mass bodies (space stations, orbitals, ringworlds, moons, planets) that affect the zero gravity environment making for more variation between fights.

A campaign schema over the fights where each combat you win or lose affects the overall status of the system is nice...

Cant think on anything more tonight... I am tired :P

55
Off Topic / Re: I am Back!!??
« on: December 11, 2006, 21:08 »
Yeah it is very alive, and no, I am not the best person to summarize the many happennings :P

About the color schema change, I agree the old one was more "themed", but the change was needed to allow new functionalities and integrate all projects

56
Requests For Features / Re: Tutorial mode
« on: December 11, 2006, 20:58 »
Cool idea!  And one that no other RL has yet to implement, as far as I know.

Hmmm... not really true xD

57
Requests For Features / Re: Tutorial mode
« on: December 11, 2006, 12:24 »
And afterwards, the commander comes to kill you, nobody must know about this incident after all!

And if you kill the commander then ---

Spoiler (click to show/hide)

58
Discussion / Re: Special reload
« on: December 11, 2006, 07:11 »
Also, loads one shell into your doble shotgun

59
Discussion / Re: Water
« on: December 09, 2006, 08:49 »
Add a swimming skill as in Adom, make each step you take in water an instadeath possibility from drowning, make your inventory drench and needed to be wrapped on a waterproof blanket.

Just kidding :P

60
Requests For Features / Re: Challenge mode listed in high scores
« on: December 08, 2006, 20:46 »
Would be even nicer if there were separated high score lists for each difficulty? I see they dont mix well ;)

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