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Messages - Cyber Killer

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61
Modding / Re: Design Issues : Mod loading
« on: March 11, 2008, 10:47 »
I'm for the CLI parameters

62
version 0.155 works correctly in Opera

63
it's nice, but you really should make it work good in browsers that respect the web standards instead of ie ;-P

tried in opera 9.50 beta
- the fire button doesn't work and the enemies don't do damage
- the north/south/east/west movement is somewhat confusing since the labels are not changing while turning. maybe you should change that to forwrd?backward/left/right?
- how do you open the door? :-P

64
Announcements / Re: DoomRL 0.9.8.9 - Released!
« on: March 03, 2008, 00:20 »
I remember there was music at first, but after a while it stopped playing, no idea why. Currently I'm trying to bring myself to write a ini file for the dark side of phobos album.

65
Bug Reports / Re: credit for lava/acid kills
« on: February 19, 2008, 00:28 »
Just how it seems resonable to get experience for a monster stepping in lava? It's good how it is - You kill it, You get the bonus, the monster kills itself == no bonus. Simple as it is ;-).

66
Discussion / Re: JPRL?
« on: February 14, 2008, 08:48 »
Hel, I thought of many RL's mainly using paper RPG systems (Neuroshima RoguleLike), but I don't think there is a need for more ideas - if You want it then create it ;-)

67
Bug Reports / Re: buggy monsters inventory.
« on: February 08, 2008, 02:24 »
I don't think monsters can wear armour.

68
Requests For Features / Re: Gibs
« on: February 07, 2008, 12:15 »
good idea ;-)

69
Discussion / Re: fullscreen problem
« on: February 07, 2008, 02:21 »
* Cyber Killer drools at the screenshot... ;-)

wow!

70
Requests For Features / Re: Strafe
« on: February 05, 2008, 23:59 »
Example: you move away from an imps fireball, and see an arachnotron, wich starts shootin, you shoot also, moving all the time... you evade the imps fireball and the arachnotrons shots, while firing at the arachnotron, which is destroyed, after that, your circle around the imp and kill him also eventually.

the movement speed should be modified by some attributes, and this way you would see the shots flying faster or slower (right now it's as if you were very slow, so the bullets fly in 1 turn to their targets)

this way it would be more fps-style (would be easier to illustrate if you imagine the game in real time, with an automatic turn cycle), but not much roguelike style (as I said before)

71
Requests For Features / Re: Strafe
« on: February 05, 2008, 08:40 »
hmmm... that would be easy to implement if the whole game would be veryyyy slllllooooowwwww..... (in turns) I mean a situation when the fired bullet would take 2-3 turns to reach the target. That way you could see the flying projectile and move away before it hits you. Not much of a rouguelike way, but it would work ;-). (<evil>maybe a bullet time mode?</evil>)

72
Discussion / Re: Other Game Music
« on: February 03, 2008, 02:37 »
I found these doom-related albums on the net:
Doom Remix Project - The Dark Side of Phobos
Maschina - First Shot (this one not so much, but also has some doom flavour)

happy listening ;-)

73
@Daquin: if DoomRl would be OpenSource then You could take it and add a much characters as you want, as for now it's more like if you like it the way it is then play it, if not, then don't. I don't see the pont in arguing over this matter.

74
Discussion / Re: Sanity check : Special level format
« on: January 29, 2008, 20:27 »
@Rola: it's said, that "if your code requires comments to be understandable, rewrite it so that it doesn't" :-)

as for the code it's quite cool. the Level.put() with the need to draw the whole level in ASCII looks frightening though, but I can't come up with anything more useful right now.

75
Discussion / Re: Next DoomRL version
« on: January 28, 2008, 11:16 »
yeah... or even better - some kind of player.dat converter to the new version

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