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1
FPC Valkyrie / Place to download the valkyrielibrary?
« on: September 19, 2015, 01:00 »
The site is down, and the only mirror I could find only had versions older than those talked about on this forum. Is there somewhere I could get ahold of this? I've been learning Pascal and wanted to see if I could do something with this.
2
Berserk! / Re: Website down
« on: September 19, 2015, 00:41 »
Hey! My hard drive died and I lost my copy of this game with it. I would really like to see even an older version rehosted, it was one of my favorite "got 15 minutes to burn" games.
3
Announcements / Re: ChaosForge Donation Drive!
« on: November 07, 2012, 04:22 »
Back in 2008 I said I would donate $50 once I turned 18. Came back 4 years later to deliver
4
Discussion / I haven't been here in a while...are unique items still in?
« on: May 26, 2008, 13:57 »
I remember they were what I hated most about 0.9.8.9, and the only thing that for me kept the version from being perfect (or nearly so) since they made the game so random. So, I was wondering if they were still around and if so if they had been changed in any way.
5
Forum / Re: Reccomended Roguelike engine/code?
« on: February 01, 2008, 09:46 »
Well, okay then. Valkyrie it is! :-)
I've got some free time later today, so I'll start working on it then. I don't have any major projects in mind anyway, I am currently just interested in learning the ropes since I spend so much time playing roguelikes.
I've got some free time later today, so I'll start working on it then. I don't have any major projects in mind anyway, I am currently just interested in learning the ropes since I spend so much time playing roguelikes.
6
Forum / Reccomended Roguelike engine/code?
« on: January 31, 2008, 13:28 »
I'd like to start working on learning to program Roguelikes, but I have no idea what to use. I was planning on using Valkyrie, but from the looks of the project page there isn't enough released yet to make a Roguelike (correct me if I'm wrong) so I was thinking about looking for something else. Thoughts? Opinions? Suggestions?
7
Requests For Features / Re: Harder Angel of 100
« on: January 27, 2008, 20:14 »
Does UV follow the same pattern of "After level XX, the game becomes easier"?
If so, I would say his idea should be implemented regardless of how difficult the challange is on UV as a whole.
If so, I would say his idea should be implemented regardless of how difficult the challange is on UV as a whole.
8
Bug Reports / Re: Cyberdemon problem [SPOILER WARNING]
« on: January 25, 2008, 14:04 »I don't know if firing rockets/BFG at the pillar would damage Cyberdemon inside it.
It works with the indestructible walls in City of Skulls, so I don't see why it wouldn't work here.
But yeah, seems like a fairly major bug.
9
Requests For Features / Re: Request for Ideas : Unique Items
« on: January 24, 2008, 21:33 »Some of these things seem very overpowered to me. If we add too many things that powerful, we'll have to make the regular monsters more powerful to compensate. And then on the games that we don't find these nice items, we'll be entirely screwed. So the game becomes less skill-based and more luck-based. Which I'm certainly opposed to, I don't know about the rest of you.
I think this is what has been happening in the current release. If you find a halfway decent unique, you're pretty much set for the rest of the game.
10
Requests For Features / Re: Closing doors on items.
« on: January 24, 2008, 21:31 »It would take about a quarter or a second to nudge it out of the way with your foot. :-PI mean, as far as I know someone leaving 5 bullet in a doorway doesn't normally make the door nonoperational. >_>But what about a rocket launcher, a chainsaw or a thermonuclear warhead? :p
Anyway, Rola's solution sounds perfectly reasonable if it hasn't been implemented yet. Most of the problem comes from the "look for free space" behavior anyway, as I tend to make stands in doorways in all roguelikes, and with a large number of monsters being killed in the same area the ammo or whatever has a tendancy to land in the doorway even if the monster was killed 6 spaces away.
11
Discussion / Re: Can someone explain how armor, reload speed, and movement speed operate?
« on: January 24, 2008, 21:22 »
So how fast is movement then? I would like to know that as well.
I would guess half of a second, because it's been said that shottyman movement is faster than reloading a DS with reloader(3), but if it's 1 second than that means R3 would be faster at 0.8 seconds.
I would guess half of a second, because it's been said that shottyman movement is faster than reloading a DS with reloader(3), but if it's 1 second than that means R3 would be faster at 0.8 seconds.
12
Pre-0.9.9 / Re: [M|AoI|97%|YAVP] My first challenge win, ever.
« on: January 24, 2008, 07:46 »That BoH was probably wearing red armor. AoD basically does not 'remember' where you previously have been on the map *aka previously explored areas do not stay visible*.He was wearing Gothic armor.
13
Discussion / Re: Spoiler/Wiki Random Artifact List?
« on: January 24, 2008, 07:44 »son of a BITCH that Nuclear Plasma Rifle is great. For the first time ever I had too many energy cells to carry... BFG explosions for all!You can unload them? Sounds like a glitch...(Or else an oversight)
14
Requests For Features / Closing doors on items.
« on: January 23, 2008, 18:38 »
I hate it when I'm fighting monsters in a doorway, then try to close the door and run only to be told that there's "no doors I can close" because some monster dropped ammo in the doorway, so I have to stand and fight . Would it be okay to allow shutting doors on top of items? I mean, as far as I know someone leaving 5 bullet in a doorway doesn't normally make the door nonoperational. >_>
15
Discussion / Re: Spoiler/Wiki Random Artifact List?
« on: January 23, 2008, 18:34 »
Hey, my teleporting staff made the cut!
Sweet!
Sweet!