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Messages - timmeh

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331
Creative Projects / Re: Cloud Scream: > Version 0.231 Released: More Fixes
« on: November 30, 2009, 03:11:34 pm »
Just got my computer back.  Went to try this out, and it's looking really impressive!  One thing I noticed, I can't seem to put a roof over anything I build.  The cave physics work find, but you can't build a ceiling by hand.

Other than that, it's looking awesome!

332
Creative Projects / Re: Cloud Scream: > Prepare
« on: November 28, 2009, 10:50:27 am »
Sounds awesome!  I just got Linux (YDL) on my PS3, so I might just see if I can compile it on here, just for kicks...

Then again, what's the minimum resolution for Cloud Scream?  My tv is an old, fat SDTV, and if I had to guess from the Firefox window I've got open in it now, I'd assume it's resolution is only 640x480ish.....

Either way, looking forward to it!  If not immediately then whenever I get my laptop back :P

333
Creative Projects / Re: Thief Game project (includes textwall)
« on: November 28, 2009, 10:47:15 am »
From what I understand, XNA is only for C#, but I haven't looked into it recently, so you can't take my word on it.  That being said, I have a book a friend got me that I have yet to really read through, but from looking at the examples, the only difference between a game written in C# with XNA for the PC, and the same game written in C# with XNA for teh Xbox 360, is that the computer version uses keyboard and mouse input, and the Xbox version uses the game-pad (and maybe rumble).

I may actually have to try C# and XNA once I finish my current project... looking through the book, it looks pretty simple, all things considered...

334
Creative Projects / Re: Cloud Scream: > Trees!
« on: November 26, 2009, 08:57:47 am »
Sounds like the PDCurses library is still in the linker settings... you may have removed the #include lines, but not removed it from the linker/compiler settings.  Don't remember off the top of my head how to do that, but if you're still having trouble with it when I get my computer back I'd be glad to help :)

335
Creative Projects / Re: Cloud Scream: > Trees!
« on: November 25, 2009, 11:05:09 pm »
Did you change the colors a bit, or is the contrast on my TV just screwed up?  It's an old TV, so I'm assuming the latter... either way, looks really nice, the colors are a little brighter (at lesat they look like it on my old CRT TV...)

336
Okay.  I'm writing this from the rediculously slow and laggy browser built into my PS3.  The laptop is in for repairs, and I've been doing a lot of planning in the mean time.  I've actually hand-written about three pages (front and back) of a strange combination of real and psuedo code to use once I do get it back, as well as pre-planning all the classes and structures I'll need.

In the mean time, I'm going to see about borrowing someone elses computer to get Linux on my PS3 tomorrow.  I've been meaning to for quite some time, and I might just be able to get developement started early if I can get CodeBlocks (or any other IDE) working in the PS3 version of Kubuntu...

The computer should be returned to me by the beginning of next week, so hopefully I'll be able to resume work soon.

And before I forget, bugs that exist in the current version are likely to be gone in the next, as I'll be rewriting most of it from scratch.

337
Computer is going in for repairs tomorrow morning.  If the fan just needs to be cleaned I'll have it back that afternoon, if it needs to be replaced I'm likely to have to wait until the end of the week.  Either way, could be worse.  In the mean time, I've started doing as much planning and research as I can using physical resources (books and scrap paper), and I may see if I can get at a friend, sibling or library computer long enough to update you guys.  I'm considering making it almost as much of a rogue-like engine as a game, given how easy it would be to do that from where it currently stands.  Also, I'm thinking I may change the format of the item and enemy files to be like the spell one, any opinions?  (it may or may not be a while before I get to read this again, but it's not abandoned!!!)

338
Heh, I was at that place right up until I finished adding spells.  I currently have two or three different effect systems running, as well as many other things that are being performed in various, incompatible ways, by many different objects... thus the need for a rewrite :P  It's mostly just a restructure I need, I've spent the last couple days sketching out which classes will hold what information, what classes I need, functions that would make using the classes easier, etc.  Hopefully, once I've got the classes in, the rest will be mostly copy-paste from the old one, with a few optimizations, and some commenting.


[EDIT]: Damn, the computer is overheating now.  I can use it a few minutes at a time to check Bay12 and e-mail, but that's about it for the moment... I'll probably send it in for repairs over the next week, since I've got a break from school.  Should be back soon, and I'll keep you updated, from another computer if necessary.

339
Creative Projects / Re: Cloud Scream: Back on Track
« on: November 19, 2009, 10:54:27 pm »
Now that I re-read the error, it looks more like it's complaining about '[ycheck]', as though it wasn't a 2D array... now, I know next to nothing about the error messages, so I'm probably completely wrong :P

340
Creative Projects / Re: Cloud Scream: Back on Track
« on: November 19, 2009, 10:28:31 pm »
Is basictile[] really an array of something?  I mean, is it spelled right?  I got a similar bug at one point working on ToA cause I misspelled "equipment"...

341
Okay, I had to splice several working pieces of old broken cables together, and the result is held together by duct tape, but it works :P

I didn't get that done until just now though, so I haven't gotten anything besides more planning done today.

Anyways, on to replies...

@ Outcast Orange - I know I had to turn the computer off for a while, but I didn't realize I had died... woah, major revelation :P  I actually haven't really tried VS yet, I set it up in Code::Blocks, and there is a tutorial for that... if I can find it again I'll put the link up.

@ Nivm - Thanks for the GUI advice!  I'll defiantly squish some of the stuff together, maybe take out all but one like between the short log, or just stick "- " in front of each one, so you can tell where one starts and the last ends.... I'll look into the bugs though, thanks for the heads up.

@ Org - Well, if you're using PDCurses, you could redraw the tile the player is standing on over them, then draw them in a new position.  That way you don't have to redraw the whole map or anything.  That being said, that's going to be hard to keep up with if you start using a field of view or something.  You'll definitely want a single function that draws a tile with whatever is on it if you try this.  I think there's also a variation on the refresh() function in PDCurses that only refreshed parts of the screen that have changed, so you may want to see if you can find any info on that.

@ Alexhans - Thanks for posting that!  I'm going to start a google code page for ToA after I get the rewrite done, and when I do that I may stick that in the wiki, and maybe write one for Code::Blocks, to help people who want to try compiling it themselves...


Thanks for all the input guys, I'm really looking forward to resuming work on this either tomorrow or the day after, depending on how much time I have tomorrow with work and my school's dance...

342
Thanks for all the input everyone.  Unfortunately, the cord for my laptop died this morning, so I'm writing this with the last few minutes of battery life.  Until I get a new cord, this and pretty much everything else computer related is going to have to be put on hold... I have every intention of picking it back up as soon as I do get a new cord though.

It might be a week or two, or I may be able to get mine fixed later today or tomorrow, I really don't know for sure yet, but as soon as I figure something out I'll try to get access to another computer long enough to get you guys an update.

Thanks again, looking forward to resuming this ASAP...

343
Creative Projects / Re: Whistle While You Work...
« on: November 17, 2009, 09:13:51 am »
Same here Bricks!  And some times it isn't even music I was playing.  My brother use to blare various metal songs all the time, and we used to share a room, so even now some of the Disturbed songs and obscure screamo bands he likes remind of Dwarf Fortress, no matter how much I dislike the song :P

That's a good point though Dasleah... hadn't really thought about that before, but now that you mention I can see where that'd be a problem.  Music has a substantial effect on other things I do, so I can definitely see it influencing writing and such...

344
    Done!  (Sorta)  The link is in the first post, read on for details...

Version 0.30 Release Notes:
Internal Changes:
  • New item type, "TYPE_MAGIC"
  • New item attribute, "item_spell"

Visual Changes:
  • Fixed gold being drawn only when out of sight

Gameplay Changes:
  • Magic is in!  Press 'C' to cast a spell from memory (if you know any)
  • Use a wand (W-*) or scroll (S-*) item to cast it's spell

For anyone who hasn't been following, here's how magic works.  The game keeps a list of all the spells.  You can buy scrolls and wands used to cast the spells (use them) from the shop on every fifth floor.  Once you've cast a spell enough times (based on your intelligence) you can cast it from memory ('C').

There are a few bugs left, but nothing major.  Just so everyone knows which bugs I've already found, they are as follows:
*Spell items with long names have /s and ~s stuck to the end of them.
*Spell items are red, as though unusable, when 'u' is pressed from the main view.

The spells are loaded from a file, which uses a format somewhat similar to the raw files used in Dwarf Fortress.  I won't bother describing the format here, as the included spell file is heavily documented, and you should be able to figure most of it out from the examples given in it.[/list]

345
:P  Maybe it's what hasletter is being initiated to?  Unfortunately, without the source, that's about as helpful as I can be...

I've fixed most of the bugs I know about.  I'll be packaging it for a release now, and see about getting it uploaded tonight, if things go well. 

Just a quick heads up though, the items for spells with names longer than 7 characters have random symbols tacked onto the end.  Unfortunately, because I've coded myself into a hole, fixing it would be a needlessly time-consuming process.  So I'm going to ignore it for this release, and work that out during the rewrite.

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