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Messages - Tormuse

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1
Off Topic / Re: Working on a roguelike...
« on: February 10, 2019, 10:16 »
I played a game of 0.7.7 last night.  (That's the version that's up right now, although your other post made a reference to 0.7.8; did you neglect to upload it or is that a typo?)

Anyway, I died from a combination of wanting to find out what happens when I break my weapon (I got to level 10 killing everything with my starting cinquedea and it got down to "severely damaged") and just generally messing around with the torches and plunging myself into darkness in a moment I probably shouldn't have.  :P  Side note:  The cinquedea is not very good against the undead; they took a lot of pounding to go down, compared to when I was using a falchion like in the other game.  Does your weapon do less damage when it's degraded?

Spoiler: Autopsy (click to show/hide)

Notes for this run:

It doesn't take very many switches of "compressed mode" to slow the game down down; after 5 or 6 switches, it even made music that was playing in another window stutter and start to get crackly.

"Gilded door with a lock" (or "with an open lock") is the one that does the "You fail to close the door" and "You fail to open the door" thing.  It does this while opening and closing it.  "Ancient door" also does it.

"The giant red rat's attack interrupts you!"  (It still says this while the light is out and I shouldn't be able to see it)

Text in the "Messages" box doesn't wrap properly.  (It cuts words in two when going to the next line)

Oh, hey!  Another Atlantean torch!  And this time, I have fire water for it!  :D  Looks like it lets you see further and turns everything green.  Cool.  :)  Then I tried using sacred oil and it turned everything purple.  Aww...  I kinda liked the green.  :(  Oh well, purple can be a cool colour too.  :)  (I wasn't really expecting the sacred oil to work; I guess the Atlantean torch is the superior light source in that it accepts more fuel types)

EDIT:  Oh yeah, I almost forgot...  in the above game, I had the "Continue game" bug after dying.  (And again, I died at the same time as trying to heal myself, though I don't know if that's related)

EDIT2:  Played another game.  Died against the Necrocrat.  :(

Spoiler: Autopsy (click to show/hide)

I used a falchion and Lemurian noble cuirass that I found in chests on level 2 all the way to the end, killing every single monster I encountered, including every monster on the last level besides the Necrocrat himself.  I got them both down to "severely damaged."  I don't think it's possible to fully break any of your equipment with the current length of the game.  I found the embermace in a chest on the last level and was a bit disappointed that I didn't get a chance to try it out.  (I mean I swung it a couple times at the Necrocrat, but it missed both times)

I'm now convinced that my amulet of protection in the other game was responsible for my victory, considering that in this game, the Necrocrat was able to bring me from full health down to "critically injured" with one hit, even through my Lemurian Noble Cuirass.  (Maybe that's a sign that I should use armour that favours speed over protection?  Hmm...)  Anyway, the battle (such as it was) consisted of me taking a single swing at him, then him almost killing me with one hit, then cue the Benny Hill theme music as I ran wildly around the whole level, trying to get some distance between us so I could heal myself and try again.  When I ran out of healing sources, I started opening chests and urns around the place and a couple times, that caused him to get a couple free hits on me, annoyingly.  (That's when I found the embermace)  I only hit him once and it brought him down to slightly wounded.  Oh well, better luck next time...

Some more notes:

FYI, I confirmed that there's definitely no message if your lamp runs out of oil while you're walking around.

Something I've been meaning to ask:  Do different weapons have different attack times?  For example, the cinquedea is described as "fast" on the equipment screen, whereas the falchion is described as "slow."  I would expect that to mean enemies get more free hits on me if I'm using the falchion, but that doesn't seem to be the case.

I witnessed an item vanish from the ground again.  Still haven't noticed a pattern, but here's the sequence in this case:  I killed a mummified swordsman, dropped my leather vest on an empty square so I could sort through the pile of stuff he dropped.  I picked up his ancient chestplate, moved over to an empty square and dropped it.  After noting that there was nothing besides the khopesh in the pile, I picked up my leather vest again.  The chestplate vanished from the ground exactly the same time I picked up the leather vest.  Oooh...  even more interesting...  when I drop the leather vest again, the chestplate reappears.  I can repeatedly pick up and drop the leather vest and make the chestplate appear and disappear over and over again...  but...  only when I drop the leather vest on a specific square?  O_o  I'm experimenting with moving around and dropping both the chestplate and the vest on different squares.  Sometimes, it makes the chestplate disappear and sometimes it doesn't.  I'm still not seeing a pattern.  I recorded a short 2 minute video to demonstrate the effect.

2
Off Topic / Re: Working on a roguelike...
« on: February 08, 2019, 20:13 »
I just played a round of 0.7.6...  (I didn't realize there's a 0.7.7 now)  and died mostly due to silliness on my part.  :P

Spoiler: Here's the autopsy (click to show/hide)

There was a combination of things that led to my death.  Firstly, I was trying to see what happens if I let an item's durability wear down to zero, so I wasn't using my best weapon or armour.  Secondly, I was about to encounter the first undead enemy of the game and I wanted to see what would happen if I killed him without seeing him.  (If it would break the programming for the message it shows when you first see one)  So I turned off my lamp, without realizing that my inventory was full, so it caused me to drop the lamp on the ground.  I ended up flailing around blindly and didn't even see what killed me.  :P

I found a lot fewer treasure rooms in this game than the previous one, so I had a lot less equipment, including healing sources.  I'm not sure if that's rotten luck or if you changed probabilities.  Oh well...

Some more notes:

If I switch compressed mode on and off a few times, the game slows down to the point that it's unplayable.  (Like there's a half second delay after each button press)

It still does the thing where it goes back and forth between "You fail to close the door" and "You fail to open the door."

"The grave worm's attack interrupts you!"  It said this message when my lock-picking was interrupted while my lamp was out.  (to save oil)  It probably shouldn't identify the creature that's doing the interrupting if I can't see it.

Using targeting mode on a monster doesn't show how injured it is unless you select it by pushing enter.  Not the most intuitive thing.  Any reason it doesn't display that when you just hover over the monster?

An Atlantean torch?  That's new!  :)  Could this be what the fire water uses?  (Too bad I never found any)  :(

I am overly amused by using the "alter" command on altars and being told that the altar can not be altered.  :)

I can resume game after I died!  Pushing "resume game" shows the last screen I died on and the game is frozen.  No key inputs work and the menus don't work either.  I couldn't even quit or otherwise close the window except by going into Task Manager and killing it from there.  I suspect this may be related to the fact that my last action of the game was to heal myself at the same time as I was being killed.

One more thing I've been meaning to ask:  What's the "view character" button on the main menu for?  It doesn't seem to do anything.

3
Off Topic / Re: Working on a roguelike...
« on: February 07, 2019, 22:37 »
Congratulations. I'm amazed you managed it with so many healing items left - then again, you *are* More Angelic Than Not, so perhaps I shouldn't be surprised =P

The amulet of protection may have helped me avoid damage, but even without that, it's generally not too hard to avoid damage; I'm long accustomed to waiting until enemies approach me so that I can hit them first.

It *is* still possible to switch back to the original screen layout for full access to everything at once.

It is?  Is there a key for that or something?  (Maybe I should have looked closer at the menu options)

Some doors are protected by multiple layers of security measures. However, these tend to have a different graphical appearance until you break the outer layers.

In that case, perhaps it should have different messages like, "you open the first lock," or "you open one of the locks," or "you open the last of the locks."

Additionally, I can confirm that you are not 2Deving my autopsy files ;) checksums are a wonderful thing.

Ahaha!  I didn't realize "2Deving" is a verb.  :D  What does it say about me that I think it's hilarious that that's his legacy?  :)


4
Off Topic / Re: Working on a roguelike...
« on: February 07, 2019, 12:32 »
You're quite a lucky guy to have found two in one session!

Or unlucky.  :P

Did they appear on the ground at any point prior to vanishing? Did they drop to the same tile as an existing item?

I'm not sure for either question; I was more focused on my inventory free space at the time.

Ever play the old Gamecube game Eternal Darkness? That's the effect I'm going for with this system.

I haven't played that game, but I have played Consuming Shadow, (made by Yahtzee, of Zero Punctuation fame) and that has fancy insanity effects.  Same with Trilby's Notes, also by Yahtzee.

Removing an item that won't fit in your inventory will indeed drop it on the ground, and it should also send you a message telling you that.

As I recall, it did display a message saying the cuirass was dropped.  It just wasn't there.



In other news, I took a quick look at the latest version.  The display/interface looks *very* different from previous versions!  I'm not sure how I feel about that, but I'll give it a try and let you know what I think.


EDIT:  Okay!  I just finished playing a version 0.7.1 game and I won!  :D

Spoiler: Here's the autopsy. (click to show/hide)

At one point, I got hit by a virdian aura and didn't die, (it brought me down to "heavily wounded") so it either has a somewhat wide range of damage or the amulet of protection, which protects from physical attacks, saved me.

I have some more notes, of course.  I'll start with comments about the differences between this version and the previous one.  The different display without the inventory and equipment visible threw me at first, but I got used to it.  That being said, you might want to re-think what information you display on the left side.  If you want to cut down on how busy the screen is, that's fine, but the information that you leave there should be stuff that the player needs the most often.  Having the time, health, and sanity levels is fine, but I wouldn't expect the player to need to know all their individual resistances except when they put on something new.  Same with evasion and accuracy ratings.  I would put all of those on a separate screen, because they're stats that you would only want to look at once in a long while.  However, the state of your weapon, armour, and how full your lamp are would be much more useful to have there.  You're gonna want to know if your equipment is about to break or if you're about to be plunged into darkness.  (Though I admit I've never used any item to the point that it broke; that's probably something I should test)

I also encountered a number of bugs.  I'll start with the bugs that were absent from previous versions but started appearing in this version...

"The giant red rathits you."  There's no space between the creature's name and what follows.  This happens every time any enemy hits me.

Okay, using "targeting" mode works for viewing terrain features now, but now, it doesn't identify items as I walk over them.  I have to use targeting mode constantly for items on the ground, which is a bit of a nuisance.

The game no longer displays the last few messages at a time as it does in the previous version; it only shows the last message, and as a result, it seems that I sometimes miss important messages, such as if an enemy gets multiple swings at me, it only shows the last swing, so I only see "it misses me," but I still take damage.

It no longer displays how injured the enemy is after I hit them.  It doesn't show it when I use targeting mode either.

On the plus side, fire water seems to not give me infinite oil any more.  :P  (I never found a use for that stuff, by the way)

Is there a way to have the field of view pan around without actually walking to that place?  It would be nice to be able to survey the level to look for unexplored areas, so I know where to go.

Sometimes, I have to unlock doors twice.  Like it says "The lock falls open with a click," and then I "apply" it again and it displays "The lock falls open with a click," a second time and then I have to apply it a third time for it to actually open the door.

There appears to be no message for the lamp going out if it happens while you're walking, rather than while you're in the middle of an activity like unlocking a door.

The amount of oil in the lamp continues going down, even if you turn the lamp off.  (And here, I thought I was being clever, turning it off while unlocking doors to save oil)  :P

I notice that the message display cuts words in the middle if they go off the end of the line, such as with the message, "Your lamp does not seem to be compatible with this fluid."  (I took a screenshot if you want to see what I mean)

I witnessed the disappearing dropped items phenomenon again.  This time, I dropped my leather vest to make room in my inventory so I could look at a pile of items to find out what was in there.  I dropped the vest in a free square and it appeared on the ground, but at some point while I was rummaging through the pile of items, it vanished and was nowhere to be found.  Interestingly, when I tried to use targeting mode on the square where the vest was, it generated an error message.  It generated a new error message each time I tried to look at the square.  I'll attach them to this post in a zip file.

It happened again; a noble cuirass vanished after being dropped on the ground and it generated an error when I tried to look at the spot it previously was.  I actually saw it disappear this time.

Oh, hey!  My leather vest came back!  :o  I don't know what caused it, but it re-appeared in the same spot I had previously left it.

It happened again with a falchion.  I don't know what the pattern is.  I guess I have to accept that my dropped items just disappear sometimes.  :P



That's all for now.  I look forward to the next version.  It's fun.  :)

5
Off Topic / Re: Working on a roguelike...
« on: February 06, 2019, 22:33 »
(Disclaimer:  I was just playing with version 0.6.5 because I wanted to finish the game I was playing)

Anyway, I just finished a game in which I died...  I think?  It just suddenly dumped me to the desktop without any message.  I thought it crashed, but then I saw the autopsy file, which I'll post the contents of here:

Spoiler: Autopsy (click to show/hide)

I guess I got killed by a Viridian aura?  I caught a glimpse of it just before the end; if that's what killed me, then they do an awful lot of damage, considering I was at full health and wearing an ancient chestplate.  (Maybe they don't do physical damage?)  I had encountered one earlier and dispatched it with no problems; I didn't realize they were so dangerous that they could one-shot me!  :|

Anyway, I took some notes...

Fire water gives the message that it's not compatible with my lamp and then my lamp percentage froze at 55%.  My lamp percentage ceased to tick down for the rest of the game.

At one point, I dropped some flasks of Lemurian sacred oil on the floor of a treasure room to make room for more inventory and they vanished from the ground.

"You start to see red."  What?  What's going on?  Genuinely confused.  It did this without any input from me while the game was minimized, so it wasn't based on anything I did.

When there's a "pile of items," is there a way to see what items are there and choose which items to pick up from the pile individually?

You said that using "T" to activate "targeting" mode lets you identify terrain features, but it only identifies the names of enemies, not for example, doors, chests, items, etc.

I encountered a door which, when I tried to "apply" it, it alternated between saying "You fail to close the door" and "You fail to open the door" a dozen times before finally saying "The door swings open."  It seems to do this for any unlocked door.

Is there a way to look up past messages in the message history?

On a couple of occassions, sudden static effects appeared on screen.  Now, I'm wondering if that, along with the "red screen" effect are insanity effects?  Probably the perspective shift too?  Although it still did a perspective shift after my sanity level was returned to "stable."

At one point, I removed my "Lemurian noble cuirass" to put on my "Atlantean Soul cradle," and it looks like the cuirass vanished!  :(  (Probably because my inventory was too full to accommodate it)  I expected it to be dropped, but it didn't appear on the ground either.

That's all I've got right now.  I'll give the new version a try.  :)

6
Off Topic / Re: Working on a roguelike...
« on: February 04, 2019, 14:17 »
Can I suggest you put the version number in the file name or at least the folder name?  I don't know what version I'm downloading until I play it!  :P

Also, is there a command for looking at distant objects to identify what they are?  Or for that matter, identifying items that are in your inventory?  I found an "Atlantean Soul cradle," a "flask of Lemurian sacred oil," and a "flask of Atlantean fire water" and I have no idea what they do.  (Though maybe that's the point)  Also, also, the latter two items have their descriptions go off the side of the screen, so I don't know how much they weigh.  (I'm assuming the number in square brackets is the weight?)  Also, also, also, is there some indication somewhere of how much you can carry?

EDIT:  One more question:  is there a rest and/or wait command?

EDIT2:  "You found a ancient chestplate."  (Grammar, should be "an ancient chestplate")

7
Off Topic / Re: Working on a roguelike...
« on: February 04, 2019, 10:00 »
Thanks for trying it out, Tormuse. Out of curiosity, which version did you download?

Version 0.6.2.  Also, MaiZure's screenshot shows pretty accurately how unreadable the font was.  I'll give the new version, 0.6.5 a try and see how it compares.

EDIT:  I played around with the fonts and I think I like Verdana the best.  I think the formatting does contribute to the difficulty in reading though; it would help if the letters are closer together when it comes to text that you're supposed to read, though I understand that that's probably a lot harder to implement.  On a related note, I finally read the big text wall at the start and I have to say...  the images of snakes are "unsettling and disturbing?"  Incorrect!  Snakes are cute!  :D

8
Off Topic / Re: Working on a roguelike...
« on: February 03, 2019, 17:48 »
Ouch...  that font is not easy on the eyes at all.  :(  Even when I maximize it, I still have to lean forward and squint at my screen to read anything.  (So when I saw the text wall at the beginning, I was like, "F...  that!")  :P

Anyway, it looks pretty cool!  :)  I wandered around for a bit, fighting giant red rats and I'm already encountering a bug that I can't access the menus.  (Like they appear greyed out when I click on them)  They started greyed out when I first ran the program and then I was able to access them briefly after I started the game, but after that, they've been perpetually greyed out and I can't look up the controls, so I have no idea what button does what.  I mean I can guess; I figured out that "i" accesses my inventory and "e" accesses my equipment, and "g" gets items on the floor, but anything else, I have no idea.  For example, I found a chest, but I have no idea how to open it.  :(

9
Hey, welcome to the forums!  :D

The game lasted...  76 DAYS?  O_o  I'm pretty sure that's a new record, so congrats for that, I guess!  :D

And yeah, I think Scout is the way to go for this challenge.  It's already mind-numbingly boringly long as it is without having to hunt for the stairs too.  :P  Personally, I did it with a Bladmaster build, so I wouldn't have to bother with tedious ammo or reloading; just charge into groups of enemies.  :)  (That was over 5 years ago?  Wow!)  :o

Still, Cateye could work too, so best of luck with that!  :)

10
Discussion / Re: Quick questions thread!
« on: December 24, 2018, 20:07 »
Well, there is a way to get rid of the red, but you might not like it.  Picking up the Dragonslayer makes you berserk for 10,000,000 actions.  I once got rid of the red by running out the timer.  :)

11
Century Lounge / Re: [M|Ao100|60%|100|YAVP w/Dragonslayer!
« on: December 22, 2018, 08:23 »
Nice!  Welcome to the forums!  :D  It's always exciting to find the Dragonslayer!  :D  (Until about 20 levels later when you get a little bored of the constant red screen, but still...)  :P  Now that the secret of how to wield it is out, I'm surprised I haven't seen more of these.  :)

P.S.  This post should probably be in the Century Lounge, although this board is so inactive these days, I don't know if anyone will really notice.

P.P.S.  I just tried using the report button to ask someone to move it and the report button is broken.  (Has that still not been fixed?  I've reported it twice!  Oh, right...)  :P

12
Nightmare! / Re: [N!|AoMC|100%|YAFW] Veteran Angelic
« on: October 20, 2018, 10:03 »
Very nice win!  Conqueror too!  :D  I know from experience that this challenge takes a *lot* of patience, so good for you for sticking out.  :)

13
I used the Tormuse Method (check out his Everyman Angelic - it's required viewing!) to take down the Spider Mastermind and it worked like a charm!

The "Tormuse Method."  I love it!  :D  Are you able to reproduce it at will?  I was in a state of mad panic, flying by the seat of my pants when I came up with that.  :P

14
Nightmare! / Re: [N!|AoMr|81%|YAVP] Marksman Diamond!
« on: October 12, 2018, 12:54 »
Oh, hey!  I just realized I forgot to reply to your other post requesting tips for AoMr.  :o  Sorry about that, but I guess you didn't need them after all.  Well done!  :D  (Blaster looks like it was a super lucky find!)

Sharpshooter seems to be the favourite for this kind of challenge, even though it's the hardest to get off the ground.  I feel like I want to do a Gun Kata version of this game at some point, just for a change of pace.  (And just because I love the concept of that trait)  :)

15
Nightmare! / Re: [N!|21%|YAVP] UAC Diamond
« on: October 09, 2018, 20:20 »
Hey, you beat my time!  Good job!  :D

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