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Discussion / Re: Experience cap at level 19
« on: May 27, 2008, 07:50 »
Final Fantasy 2, as well, went with a level-less system. In the both games, you leveled up in a number of ways, such as buying stat increases from stores, eating monster meat/equipping parts dropped by monsters, and random small stat gains after combat.
Correction:  Final Fantasy Legend 2, not Final Fantasy 2.  The former you described, the latter had levels, despite skills being learned from actually performing tasks (i.e. using a weapon, casting a spell).
Quote from: rekenne
Chrono Cross slightly did this, in that you gained "levels", but only at certain plot points, so your level was fixed.
Correction:  You gained levels, yes, but not at any certain time.  Techniques, however, were fixed at plot points (of which, I can't remember any of them besides the body switch).  I will however point out that, more often than not, you gained levels after boss fights.  I do remember it being rather a pain in the butt to get those blasted rainbow shells and other assorted scraps to make the better equipment.

...I wonder what ever happened to the badly named Chrono Time...

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Discussion / Re: Experience cap at level 19
« on: May 16, 2008, 08:50 »
(in most pen & paper RPG's there are no such things as character levels)
Really?  Which tabletop RPGs were you playing?  I mean, I could swear every D&D (yes, I'm including v1, despite only playing v2 and up) had character levels.  Shadowrun, Vampire the Masquerade, and White Wolf had character levels as well.  I would name off more, but I think my point is made...

3
Discussion / Re: Running DoomRL on a PSP, in theory
« on: May 13, 2008, 22:03 »
NDS development manual (includes useful tutorials and relevant links)
DSLinux (not to be confused with Damn Small Linux)
Nethack DS
Powder (available in many flavours, including PSP)
And a totally legal site with DSCrawl (I would've listed the author's page, but for some odd reason, it's currently down)

Kornel, if I somehow violated forum rules by sharing all of this, I am terribly sorry, but that was not my intention.  cosmonk expressed an interest in seeing your wonderful game, DoomRL, ported to portable devices that are currently unable to emulate an environment capable of playing it.  Were I more experienced with C/C++/C# or even Lua, I would ask to port the game over myself, with the obvious credits due.

4
Discussion / Re: Running DoomRL on a PSP, in theory
« on: May 13, 2008, 09:25 »
There were a couple attempts at porting an OS to the DS, cosmonk, such as DSDos and DSLinux, however the former never really took of as much more than a file management system and I've yet to hear back from the author concerning the use of DOSBox coding.  The latter, DSLinux, works kinda' like PSP connectivity with a PS3, with the exception that you're technically connecting to a Linux machine.  Considering I haven't even thought about using DSL (Damn Small Linux), I have no idea what the limitations, nor the capibilities, of attempting to run this via DSLinux.

However, I will point out that there's been a few roguelikes to hit the DS, albeit programmed in either C++ or Lua.  I do believe I still have two of them.  *checks his NDS homebrew*  Let's see, we have DSCrawl, NethackDS (which looks terrible with the micro-sized fonts and tiles), and Powder (which despite it's blocky graphics, plays rather wonderfully).  It's more than possible to directly port DoomRL to the NDS (and subsequently the PSP) like Powder was, although Powder was originally programmed for the GBA which made the transitioning a little easier.  I could swear I've seen tutorials showing how to put an on-screen keyboard on the DS using the touchscreen (there was even a non-standard on-screen keyboard programmed, but I so didn't like the looks of it).

I can provide links to any of the above mentioned items upon request, or I might just post them later.

5
Discussion / Funny events?
« on: April 29, 2008, 09:16 »
So, I snagged the new version (0.9.8.10) and fired it up.  Ran down to Phobos Base Level two, ran into a couple imps, and one decided to fire upon the other, killing it.

Anyone else had similar funny things happen?

6
Bug Reports / Re: Crashing on Vista (v0.9.8.9)
« on: April 25, 2008, 08:36 »
Believe it or not, I only had KasperSky and a couple background programs (MagicISO, Y! Messenger, and that darned Quicktime), which has never caused a problem with any other games I've run.  Oh, wait, you just made me think about Vista's auto-Defrag. *goes to check*  Perhaps I should set Defrag on a schedule, to reduce the occurance of this error?

7
Bug Reports / Crashing on Vista (v0.9.8.9)
« on: April 22, 2008, 11:11 »
Every time I step away from my laptop (which unfortunately has Vista) long enough for the screensaver to do it's thing, I come back to find DoomRL has crashed with the following message:

An unhandled exception occurred at $773DB15F
EAccessViolation : Access violation
$773DB15F

Abnormal program termination!

It then attempts to save the game, with a 50/50 chance of successfully saving.  Just thought I'd let ya'lls know.

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