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Messages - singalen

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Bug Reports / Lighting artifacts on Mac/Iris
« on: September 04, 2019, 12:16 »
on this MacBook:

Note the rectangular shades on the floor, and the triangular shards in a corner light.
I see these all the time.

General Discussion / Re: Jupiter Hell 0.8.1 RELEASED!
« on: August 30, 2019, 19:31 »
Toxic damage gave me an idea.
What if JuHeGuy be immune to toxic damage as long as his armor is at or over 100%? Or 90%. And maybe pro-rate it below that.
This should extend the decision space, and thus increase the variability of game situations.

Discussion / Aww cute.
« on: August 30, 2019, 14:10 »

OK, I'll just do it.
wiki can take years or forever to crystallize, so let's start with something.

On Discord, Malek suggested that corner-shooting is a vital but not obvious tactic and should be described in "Getting started".

I'm drafting a pull request. I'd love to have a text for it from someone with a writer's bone. For now, here's what I'm thinking of:

Are you a fan of running head-on into an enemy that shoots at you?
No? Smart recruit. There's a great tactic for you: shooting from behind
the corner. This way, you can see the enemies (and shoot them!), but
they cannot see (and shoot!) you.

On this map, you can shoot the cross location, even if you cannot see it:


Do you think it's a good idea?

Modding / Re: I have a working Mac package
« on: January 01, 2018, 11:52 »
Well, it crashes when restarting the game, but still...

Modding / I have a working Mac package
« on: December 31, 2017, 21:05 »
I got a working Mac package, with diagonal keys too.
Testers welcome.

It's based on tung's fork:
His changes are:
* better mouse performance
* AnimationSpeed control. Maybe we'll get the console speed?
* Allow targeting beyond visible range
* crash after winning/dying on a continued game
* high ASCII chars for some terrains and a custom text backend (no idea what is it and if it works at all)
* Require Enter when run key fails due to nearby enemies
Spoiler (click to show/hide)
* more minor enhancements that I like.

Discussion / Anyone else on Mac - do diagonal keys work for you?
« on: December 18, 2017, 16:43 »
Thanks to collaborative effort on Github, D**mRL runs on Mac again:

I only miss diagonal keys, though mouse is OK.

I have an external PC keyboard and Karabiner Elements that translates numpad keys to PgUp/PgDn/Home/End. Does this configuration work for anybody else?

Modding / Building D**RL for Mac 10.12
« on: October 05, 2017, 14:15 »
I made about 5th pass at trying to run DoomRL no Mac OS X 10.12.

Does anyone else do it? If yes, let's join forces. If no, you're welcome to follow.

Good news - this time, it built!
Bad news - I still see the yellow progress bar, but then it turns black, exactly the way the existing binary does.

My Lazarus cannot attach to gdb yet, though it might work after reboot.

Now I'm unsure - should I try to debug the graphics errors, or just migrate to SDL2 (if possible).

Discussion / Re: DRL: Xtreme Arena
« on: June 25, 2017, 01:22 »
Doom, Rogue-and-Superhot-like. Sounds fun!
Any plans to publish it?

Requests For Features / Re: Mobile, Again.
« on: April 28, 2017, 16:52 »
In a perfect world, a roguelike could be adapted to tablets fairly well by implementing pinch-zoom and panning for the map. And a mobile/touch-friendly menus, of course.
As for now, I've only seen Pixel Dungeon do it right.
The second best tablet roguelike, Brogue, is ported from a PC and thus has to go a long way to implement a pinch-zoom.

Unless definitely scouts. Dodgemaster makes Cybie fun and easy.

Wow, thanks for reminder you had such great work there!
Somehow I never heard some of the tracks in game.

Forum / Re: Bug? Topics falsely marked as unread
« on: January 25, 2017, 11:44 »
Well, I won't miss anything too :D Somebody else could.

Forum / Re: Bug? Topics falsely marked as unread
« on: January 23, 2017, 12:38 »
Nope, but there is another explanation.

Sorry for horrible bug report, let me improve it.

1. In a forum list, I see an unread forum icon (screenshot).
2. I click THE FORUM ICON.
3. I see "No unread topics" page (screenshot).
4. Though, there is an old topic with a new reply in toe form (screenshot).

So, apparently it's a bug in the module that implements the "action=unread" argument, like in this link:;board=5.0;children

Oh wait, it's not a bug but a confusing feature. Who cares about "unread topics found since your last visit" if there are new topics that I didn't open on that last visit.

If the "unread" forum icon link led to "unread;all;", that would solve my confusion.

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