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Messages - Aerton

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Send him a email anyway.
Knowing that someone needs your game and waits a new version boosts motivation to continue development.

Doesn't he have a e-mail?
Also, I look up rgrd to see if he had mentioned anything about it recently.

Discussion / Re: Discussion on game development
« on: June 21, 2007, 22:10 »
My point was that some people think that a roguelike developer is THE 1337 h@x0r, who thinks and talks in assembler with his peers, and the like.

Some people think that bragging on forums insulting works of others, and being able to type some magic words like "graphics engine", "havok", "assembly" makes them THE 1337 h@x0r

Announcements / Re: AliensRL for Linux available!
« on: May 20, 2007, 21:31 »
I suppose it shall be displayed among other things by (I can't check it myself).
cat /proc/cpuinfo

Or you can look up your name of your CPU in the net.

Off Topic / Re: Oh. My. Gods.
« on: April 22, 2007, 00:10 »
I hadn't played it myself, only seen someone else playing it for twenty minutes.
Clearly, girls are the best thing in the game :P

FPC Valkyrie / Re: Issues with vutil.pas
« on: March 14, 2007, 04:08 »
Sorry for derailing into offtopic, but what do these expressions mean?
I'm curious, I do not recall anything similar in C, C++ or pascal...

Requests For Features / Re: The Matter of Splatter
« on: March 13, 2007, 22:09 »
If it will be implemented, there should be an option to turn it off.

With an exception of former humans of various kinds, monsters of the same kind didn't attack each other. And, IIRC, they were doing no damage even when they hit their brethren by accident.

Discussion / Re: Line of Sight and mapping
« on: February 11, 2007, 18:26 »
I hope it comes out ok.  If any of you know of lookup table source code for LOS, I'd like to see it.  Thanks!

Lookup table FOV is used in Angband. Although code is heavy optimised and thus is very hard to follow. I think the algorithm was posted on rgra or rgrd.

I'm surprised that with all the roguelikes out there, that someone hasn't come up with an object oriented code module just for LOS mapping.  Nothing more, like light sources, or what the map contains (treasure, weapons, monsters, etc).   I've found lots of code examples, but they all seem quite complex and have lots of hacks to make them work.

There is FOV library named libfov I never used it myself though so cannot comment of how fast or easy to use it is.

1) It forces players to have a Crawl at their local machine of exactly the same version as on server

Minor, but important detail.

Discussion / Re: special stages meaning?
« on: February 04, 2007, 04:06 »
Shotguns are able to blast doors at since the most ancient versions.

Discussion / Re: special stages meaning?
« on: February 02, 2007, 20:36 »
thats impossible, because there are 2 rockets and nothing in the middle, plus i was careful and shot a wall that was kinda far from the door so that the blast only hits the door, and thats what happened... there was nothing but 2 rockets, are you sure?

Yes, we are sure.
You missed a really good item. If it was not you who exploded it, there are also a few monsters there who could.

To be honest I don't get it mostly xD. What is it supposed to achieve? Just a bandwidth reduction? Also note that it would mean that the game would have to be ran on both machines...

Yeah, it will reduce bandwidth considerably (But even if you send one byte containing pressed key, a lot more data actually travel across the wire - addresses, packets headers, minimum packet size enforcement, etc)
More important, you can allow observer to use some commands that do not perform any action, such as browsing inventory or character sheet.

Well, why not push that idea to the extreme! Why not make a single-player SHARED WORLD roguelike game? ....

Reminds me of door games on BBSs ten years ago...
I think it can be a fun addition to a single player game, but only if was a good game prior to addition.

By using the RNG's state and the player's keyings, the game should effectively be played twice and the same way in both (EDIT(clarity): once on the server and once on the player's) - while using hardly any bandwidth.

Yeah, it would work. Unless you are using real numbers or something else machine-depended in game logic.

TOMENET is an attempt at an MMORLRPG, I only played it for about five minutes but it proves that it can be done.

It doesn't prove that is can be done playable and fun.

There is nothing particular hard in implementing a network RL compared to a single player one, from the technical point of view. The problem is to make it fun.

Requests For Features / Re: Stop savescumming
« on: December 29, 2006, 11:29 »
I think the manual should state that backing-up save files is cheating and that the game was designed and balanced as winnable without resorting to it. Non-RL people, who played 'normal' games that commonly require savescumming, in some cases tend to be unaware that they are doing something wrong.

I know, because I received several times emails, askin "Hi! I was playing Angband and my promising character has died. I've tried to load a saved game, but somehow I'm getting the character creation screen instead. How can I fix the save and revive the character?"

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