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Messages - timmeh

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421
Hmmm... I tried doing a user search for OutcastOrange but it didn't work... well, it did, but it came up with a Cuban guy who's profile sounded little to nothing like what little I do know of you so yeah...

Anyways, you, and anyone else who wants to chat (although anyone else will need to e-mail me first or I'll probably just ignore the request), can feel free to add me.  My account is:

timo thy . s . dev @ gm ail . com

Just remove the spaces, they're a lame attempt at avoiding spam-bots.  Just to be clear, there are no spaces what-so-ever in my e-mail...

I've been trying to get on the DF IRC channel any night I'm not spending chatting with the friends I actually know in real life (no offense, but they mean a little more too me...).  My brain doesn't operate well enough to program/do school much past 9:30 or 10 anyways...

422
Creative Projects / Re: WorldJem: Adding Water
« on: October 22, 2009, 08:37:24 pm »
I find myself doing that a lot... I had to restart my map generation a couple days ago, just cause I'd been making so many un-commented changes to the original it was completely unreadable...

Anyways, looking forward to this, water physics are sound tough so I can't wait to see how you make it work...

423
That's fine, if you don't mind, I'd really like to get your MSN some time, if you could PM it to me.

On another note, I recently noticed that, if I save a game it will load fine from inside the game, and if I back out with the 'q' key I can load from the menu, but if I try to load after quiting completely (close and re-open the program) it doesn't load the name or the logs...  This may have something to do with my half-implemented items/inventory, so if someone could check if it's a problem in v0.23 for me I'd really appreciate it.

Another mini-bug I've noticed, that doesn't merit a re-upload, is that I've accidentally mislabeled the v0.23 upload within the source code as being version 0.22... aside from the credits screen and the commenting at one point in the source though you'd never know.

424
@Outcase Orange - Do I have your MSN?  I think I've only got Alexhan's...  Anyways, I tried shrinking the rooms and adding hallways, but I'm going to have to find a way for it to know which rooms to connect first.  In the BSP article I posted earlier they are generated in tiers and keep track of their sister and parent "leaves", so I may have to figure out a way to do that...

@eerr - I use the PDCurses library.  I actually included some (very) basic setup instructions for compiling ToA in the readme, but there's a very good tutorial here, assuming you're using Code::Blocks.  I'm sure there are other tutorials elsewhere, I just haven't seen them.

As far as learning to use PDCurses, I never really did find any tutorials, but this page was very helpful in getting started.  Keep in mind though, that's for "NCURSES", so there may be some small differences.  There's a list of all the PDCurses functions and such here.

Oh, and before I forget, PDCurses itself can be found here.  If you need any help with it let me know.

425
Tower of Azari, Version 0.23 Release!

Internal Changes
  • Fixed a naming problem with door states (open/closed), had them backwards somewhere...
  • Added an enum for the tiles.  Still need to make it global somehow...
  • Removed test function.
  • Removed the "turns" and "time" variables in place of the new ones in the _game structure.
  • Changed hunger and energy scales from 0-100 to 0-1,000.

Visual Changes
  • Added the "Press enter to continue" prompt to the stat adjusting part of character creation.
  • Fixed a small puctuation error in one of the action log messages.
  • Redesigned the starting map to look more like the bottom floor of a building.
  • Status screen updated to display the player's current position, total steps taken and time passed.

Gameplay Changes
  • Map generator is in!
  • Traditional experience levels have been replaced with an EXP point-buy system.  More on this later.
  • Enemies will chase you, if they can see you.
  • Killing enemies now nets you EXP.  (Their max HP+the average of their five primary stats)
  • Stairs going up now work, I'm considering saving floors for revisiting in the future, but for the time being, you can only go up.
  • Every five floors you are given the option to rest and spend experience points for stat increases.  In the future, you will also be able to buy/sell items as well.
  • Hunger and energy now slowly decrease over time.  There is no effect when they hit 0 yet, but they do decrease.

The download link is in the original post.

426
I decided to make one more change before releasing this version, and managed to completely screw things up with it... I wanted to allow the rooms to shrink, and not take up their whole area.  Problem is,  just plopping doors down along the walls to connect rooms doesn't work any more...

So, I've been trying to figure out how to set up hallways... I'll try and keep everyone updated, but this has got me stumped for the time being...  the code has changed a lot, but it's still available for those who want a look...

[EDIT]:  I haven't updated the paste-bin code, but I've reverted back to just having full rooms without hallways for the time being.  Once I figure out why it isn't spawning enemies after the first two floors I'll upload it.

427
Creative Projects / Re: Just got the scanner working
« on: October 21, 2009, 08:28:02 am »
Hey!  It's a lot better than when I draw, I can actually tell what just about everything in it is, cept that little thing in the bottom right... something is screaming tedy-bear to me and I have no idea why...

428
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 20, 2009, 09:46:48 pm »
I thought I'd seen it somewhere... thanks!  I'll let you know how it works, but probably not until some time tomorrow...

429
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 20, 2009, 09:12:35 pm »
May I suggest making either the bushes or the trees a lighter/darker shade of green?  It looks great at the moment, but in a large clump of trees/bushes it can be hard to tell the two apart...

Absolutely loving this though, I'm going to try hooking my computer into my brother's TV later and see if I can run this, auto-updating, on one screen (can it auto-update?  I thought I saw something to that effect...) and DF on the other...

Amazing work though, looking forward to watching this progress... I'll have to download the source later and see how much of it I understand...

430
Multiple floors are in, the rooms are connected, monsters are spawned, stairs are added and the player is positioned correctly.  There seems to be a weird bug that makes it not create doors some times and the rooms are very boring, but it functions.  I'm thinking my next goal may be to change some of the rooms into tunnels, and fix the door thing, but first I need to figure out how I screwed up the distance function, cause the monsters are attacking even when I can't see them sometimes...



Which reminds me, FOV may not be in yet, but you can't see monsters through walls.  Hopefully I can get FOV figured out once I get the current bugs squished, as knowing where the exit is without having to look kinda kills part of the fun...

431
Well, more thanks to Alexhans, who has yet again helped me out of the little ditch I programmed myself into... :P

So close... just need to get the connections between rooms down...

Once I've got the rooms connected (my project for this afternoon), adding stairs, positioning the player and placing monsters should be pretty easy, which means multiple floors will likely make the next version :P

Current Code

432
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 19, 2009, 09:58:28 pm »
Wow... just wow... this is amazing!

Only complaint I've got is that I can't enlarge the view/zoom out.  The fortress I've got at the moment is more than a little spread out, which makes it a little hard to really get a good look at ATM...
Never mind, I found the settings, Janus' suggestion for making it fill the screen would definitely make it even better though.  Perhaps only fill the entire screen if it's set to the single-layer view?

None-the-less, very, very well done, this is beautiful!

433
DF Dwarf Mode Discussion / Re: How Deep can my Wells Be?
« on: October 19, 2009, 08:24:15 pm »
that well is going to be slooooooowww.

Probably, but I should only need it for wounded dwarves, assuming the brewer doesn't get himself killed by the giant bat that's been circling the plateau I'm building on...

Besides, I bought extra rope from the traders, so I can always build a couple extra if the need is great enough.

In Mountainbanners the irrigation wells were 26 z-levels above the brook, there is no definite limit to how deep  a well can be.

Good to know it will actually function instead of just looking like it will, thanks!

434
Almost there!



Just about got it, problem is, they aren't connected, it only generates stuff like this some times, and that big room in the bottom right could definitely be split again... heck, several of the rooms are big enough to split again...

Here's the most recent code...

435
DF Dwarf Mode Discussion / Re: How Deep can my Wells Be?
« on: October 19, 2009, 03:40:29 pm »
Well, I just finished getting the water channeled under it and it seems to work.  No one's needed to use it yet, but it says it's active (as opposed to "dry").  The surface of the water is about 33 z-levels below the well, so if the depth of the shaft makes a difference, it should be a noticeable one :P

If anything changes I'll let you know.

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