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Messages - Harlander

Pages: [1] 2 3 ... 9
1
Other Games / Re: Incursion (open source) play & development
« on: August 14, 2015, 04:45:50 am »
[lAt this time we cannot distribute a version of the game which allows module compilation. The original plan was to do so.  But it's not possible, because the script compiler contains GPL code, as the compiler compiler that was used to make it, is GPL and has a small "runtime" that is GPL licensed.  This means we cannot distribute binaries with this code in it, as the GPL does not allow it.

If you're talking about GNU bison, its license specifically allows its output to be used in non-GPL "non-free" software.

In more general terms, you're allowed to distributed GPL software as binaries as long as the source code is also made available. (link)

2
Other Games / Re: Shores of Hazeron (new thread with the last updates)
« on: March 06, 2015, 05:06:51 am »
changing city building to be freeform over rigid instead of I providing any kind of management.

Funny you should mention that - a new city management GUI has just been added.

3
Other Games / Re: Shores of Hazeron (new thread with the last updates)
« on: February 15, 2015, 03:14:27 am »
From the GW thread about it:

Quote
I have already made changes to restrict players to a 9x9x7 sector box in the Shores of Hazeron galaxy.

567 sectors, though that's a temporary measure.

4
Other Games / Re: Shores of Hazeron (new thread with the last updates)
« on: February 11, 2015, 03:04:06 am »
ohmygodohmygodohmygod.

Hazeron is probably one of my favorite games. I can't wait to play it again (and hopefully donate to Haxus)

I'm pretty surprised to hear Haxus talk about accepting donations. I always thought the issue was one of principle rather than technical.

Anyway, glad to hear the game might be popping up sooner than expected. Quite glad of the retur n of the Lego ships, too, frankly. They may have looked clunky, but they were a lot easier to wrap my head around.


5
You probably don't need to keep other processes off it anyway. As the CPU load of DF increases, it'll crowd other things off the core, I suspect.

6
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: June 09, 2007, 03:45:00 am »
*rolls up sleeves* No problem.

Humanity has had its share of trials and tribulations, but at last, happiness for all of its living members is achieved as Zachariah Schmendrick, 32, of Intercourse, PA., escapes from his tenure at a high-security facility for the storage of the irredeemably psychopathic. Mr. Schmendrick's malady is that he can only feel content through the murder of others. Also, he can kill anyone within line of sight by thinking about it.

Oh yeah, and he can fly.

Everyone but Schmendrick dies. But hey, he's happy, right?

I wish I could fly, right up to the sky, but I can't. (You can!) I can't!


7
Creative Projects / Re: New Curses Game Idea
« on: July 04, 2007, 06:54:00 am »
Beta testing.. there's a couple of milestones to go before then, really, but I will be looking for contributors to make metatiles and such. (Or if anyone feels generous and wants to draw some more tiles..) Anyone interested could take part in the testing, when I've got it to a point where I'm willing to draw a line and call it 1.0.

I'd thought about dynamic lighting and diurnal cycles, but that's been pushed back up the agenda for the moment.

There's no mobiles of any kind in yet. That's the next stage, really.


8
Creative Projects / Re: New Curses Game Idea
« on: June 30, 2007, 09:24:00 am »
Progress report:

MILESTONE TWO: "A guy moving around the map" COMPLETE

Map generation, player control, and moving about the map are done. Directional shadowcasting is in too. (You only see what's within 90 degrees of the way you're facing.)


The player looks out of a ground-floor window to a small park

The greying out of known, but currently unseen areas, is a little subtle right now. I might replace it with something else, maybe not. I also intend to do more tiles (wall types other than brick might be nice) and more metatiles (the buildings). I also want to rope some poor chumps.. er, willing contributors.. into making metatiles, so there's more variety.

Next stop: ZOMBIES!


9
Creative Projects / Re: New Curses Game Idea
« on: June 20, 2007, 05:17:00 pm »
Progress on milestone two:

The metatiles are now built up into a small (117x117 tile) map to test generation.

Next bits:
Basic map display
Guy moving around the map
Remembering seen areas
Facing / LoS


10
Creative Projects / Re: New Curses Game Idea
« on: June 12, 2007, 02:32:00 pm »
Progress!

The first pass of the metatile editor is done!
Now I can make a bunch of 'em, put 'em together into a map, and have a guy walking around in it.

Once I've done the bits to do those last two things, that is.


11
Creative Projects / Re: New Curses Game Idea
« on: June 12, 2007, 06:43:00 am »
Java's 2D graphics API is very easy to use but the main advantage of it for me is its similarity to C++. Python is different in various fundamental ways, and I had trouble getting my head around it. Java IDEs are at  a higher level of development than most C++ IDEs I've seen - I favour Eclipse myself - and the GUI design tools make things easy for a lazy swine like myself.

12
Creative Projects / Re: New Curses Game Idea
« on: June 11, 2007, 07:00:00 am »
That's the idea, yeah. Smashing up furniture to get planks to nail to the doors and windows, maybe moving furniture to block doorways, etc. The metaphor for destroying terrain items isn't fully fleshed out in code terms, but bashing open doors and windows is essential, and might even break down walls if you have enough bashing-force.

13
Creative Projects / Re: New Curses Game Idea
« on: June 09, 2007, 03:18:00 am »
The soil before the headstone quivers, and a hand, all decaying, rotten flesh, reaches up...

Sorry about this egregious bit of thread necromancy (though it does seem somewhat apt in a discussion of a game about the walking dead...) but I have shocking new data relevant to this conversation. Maybe everyone who was interested in this back in the day has moved on, but..

Only nearly 2 years after I started thinking about this project, work has resumed. The language has shifted to Java, but progress goes on.

In what has become traditional for my projects of this sort, I've started with an editor.

Progress on "Game Involving Zombies":

MILESTONE ZERO: first iteration design complete

MILESTONE ONE: City 'metatile' editor, map tile editor, metatile / tile viewer 80% complete      
   
MILESTONE TWO: "A guy moving around the map" pending

[ June 09, 2007: Message edited by: Harlander]

[ June 09, 2007: Message edited by: Harlander ]


14
Creative Projects / Re: New Curses Game Idea
« on: November 08, 2005, 01:10:00 pm »
Ensure? That sounds like a laxative... o.O

I've got a bit further with internal-space-partitioning of buildings, but I'm not sure I'm happy with it yet. Ho hum.


15
Creative Projects / Re: New Curses Game Idea
« on: November 06, 2005, 05:15:00 pm »
Things haven't been whooshing along particularly  quickly for various reasons, not least a lot of Nethack games, including one where I came within a hair's breadth of ascension, falling to an Archon's blade on the Elemental Plane of Fire. At the moment I'm still struggling with putting walls on the inside of buildings, or, as I've pretentiously termed it, 'internal space partitioning'. I'm thinking of using some kind of recursive crawler to fill in the inner walls, as my attempts at randomly blatting down walls inside buildings with a few constraints has lead to an annoyingly large number of three-square-thick internal walls with no way to pass through.

edited to add:
I just had a simpler idea.

Function name of the day: howManyOfTheseAroundIt()

[ November 06, 2005: Message edited by: Harlander ]


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