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Messages - timmeh

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436
DF Dwarf Mode Discussion / How Deep can my Wells Be?
« on: October 19, 2009, 10:25:04 am »
On my most recent fortress, the only water supply is a great distance below the place I plan on building my fortress.  I was wondering if there is a limit on the distance between the top of the well, and the water level for the well to work?  I.E. If I were to simply channel the water to a place under the fortress, and dig a massive shaft up to where I want the well to be, would the well work, or would it be too far away from the water?  Not sure about the exact height, but I can find out if I need to.

Thanks!

437
Creative Projects / Re: HYPERSUPER CANNON
« on: October 19, 2009, 09:04:14 am »
Just tried it, I suck, but it's an awesome idea!  Then again, I suck at games like this in general, but it's still a lot of fun!

I'll have to try again later, when I've got more than a few minutes to burn and can hopefully get the deflection thing down a bit better...

438
Creative Projects / Re: starting on C++
« on: October 18, 2009, 06:52:33 pm »
What could be simpler that a complete compile/build/link than double-clicking a file?

Code: [Select]
gcc file.c otherfile.c dir\*.c -o optionaloutputfile.exe -mwindows -mconsole -llibraryfile
pause

Left-clicking a single button... joking aside, thanks, I didn't know it was that simple!  I'll have to look into this later...  Last time I'd seen anything about compiling without an IDE was when I was browsing some obscure PSP Homebrew forum, and found a set of really complicated instructions for setting up the build file and such...

439
Yeah, sorry about that.  I've started working on dungeon generation, to take a break from trying to figure out field of view and a simpler way to handle path finding (I could use A-star, but when I already know there's an unobstructed straight-line path between the monster and the player, why bother?)...

Anyways, I think dungeon generation is mostly working, but I can't get it to actually cut out the rooms, so I can't be sure.  I'm going to take a break and see if, like usual, I can figure it out by not trying so hard for a little while.  Worst possible outcome, I don't and I can come back to it with a clear head :P

What I've got so far, should anyone care to look...
Code Snippit

How it's called:
Game.current_map = make_dungeon(64, 23, 3);

"map" is the same data structure I've been using, where an array of integers (tile[][]) represents what tile is in that position.  (1 is a floor, 2 is a wall)  "room" is a very simple data structure that simply holds the coordinates of the top-left and bottom-right corners of a room.

If someone figures it out, great!  If not, I should get back to it later (probably after dinner, it's 5PM here), and we'll see when I can get it.

[EDIT]:  Still working on it.  I'll be updating the code snippet as I go (I love that website now...).  I've changed it to make sure the coordinates are correct (x1,y1 is the top-left, x2,y2 is the bottom-right) and figured out that the problem is somehow related to the width and height never being above 10 for some reason...  (I stuck "if(true)" in place of the width check, and it locked up on me.  So while there may be further issues with it, my first problem is going to be figuring out why width and height aren't being set as I expected...)

[EDIT 2]:  Well, I feel stupid... I had the structure set up wrong, so while I thought I was passing it (x1,y1, x2,y2) I was in fact passing it (x1,x2, y1,y2), notice the order difference?  Yeah, zero minus zero is not more than ten... doesn't work well... at least is wasn't division this time.  Unfortunately, as expected, there are new problems:



This is obviously not quite what I'm going for...

[EDIT 3]:  Well, this is a bit better I guess:



I'm not too worried about connecting the rooms yet, I'd rather try to get them all cut out correctly first... anyways, the issue was, yet again, partially my passing things in the wrong order.  I've also made a few more changes that should be making it work a bit better...

[EDIT 4]:  Better still!



Something is still wrong with the width/height checking though, I'll look into it some more later... it's 9PM here, so I'm going to start winding down now, I think the family is down-stairs watching a movie anyways.  I'll see if I can figure it out tomorrow...

440
Creative Projects / Re: WorldJem: v0.4 Released!
« on: October 18, 2009, 12:48:54 pm »
Ah, sorry about that.  Looks great!


441
Creative Projects / Re: WorldJem: v0.4 Released!
« on: October 18, 2009, 12:30:51 pm »
I think you need to include the dlls for OpenGL.  I get this error message on startup:

Test1.exe - Unable to Locate Component
     This application has failed to start because glut32.dll was not found.  Re-installing the application may fix this problem.

So glut32.dll is apparently needed, and there may be more, but I can't really tell yet :P
When I tried using allegro, I discovered that the easiest way to figure out what all needed to be included with the executable, was to download a working example game from the website and see which DLLs were included.  If you need to shrink the file size, you can always try moving them out of the folder one at a time to find any you don't need.

[EDIT]:  Looking great from the screenshots, can't wait to try it out!

442
Creative Projects / Re: starting on C++
« on: October 18, 2009, 12:26:49 pm »
How the **** do you debug in notepat?!
That's the whole point of an IDE.
Also, notepad has a bad habit of being hard to maneuver at whim.
I worked with a ton of code in notepad before (Arcanum Modification)
but that was nearly impossible to deal with.

Not notepad, notepad++.

I personally like having an IDE for the quick build/compile/run options, instead of having to switch to a command line or separate program to build and compile.  That being said, I've used notepad++ for other things before, and it's a very nice program if you'd prefer, like Keiseth, to compile with another program.  I don't actually understand much of the process turning raw C++ into assembly, and I can definitely see the advantages in understanding the whole thing.

443
Creative Projects / Re: WorldJem: Hellspikes (coming soon!)
« on: October 17, 2009, 01:01:24 pm »
I need to get some chores done, but I'll test it as soon as I get the chance... talk about some amazing progress though, it hasn't even been a month and you've gone from generating a 3D sphere displayed in a text console to the floating islands with various features and in 3D!!!

444
Okay, I've finally got the saving/loading working fully (So far as I can tell).  I wasn't adding the longer logs to the actual logs correctly.  They were getting loaded into the game, but not into the vector.  There may have been a couple other things, but that's what I can remember ATM...

Also, you can press 't' now to test the hunger/energy bars and the sight-lines.  I'm thinking the next thing I'll work on, as soon as I've finished my chores, is FOV, probably like this, cause that's the only one I've been able to really wrap my head around so far.

Updated the first post with the link.

445
Yeah, just noticed that.  I'm working on that and a couple other things.  I've got line-of-sight working (Bresenham's line algorithm, modified to check for walls instead of drawing), and that's when I noticed the unhandled exception, so that's my current project.  However, I've got a dance class tonight in about 30mins, so I probably won't get anything finished before tomorrow.  If I can actually fix it I'll re-upload a half-way version...

446
Creative Projects / Re: starting on C++
« on: October 16, 2009, 03:53:22 pm »
I'd suggest the Code::Blocks IDE (you can download it with the MinGW compiler already set up for you).  It works very well with the wxWidgets GUI library (cross-platform too, I believe), if you need something with a graphical interface.  While I'm at it, once you get use to the basics, I'd look into PDCurses if you want to make anything with a tect-based interface.  It lets you do things like positioning the cursor on the console (for output, instead of line-by-line) and color text...

If you need any help getting set up, regardless of what you use, let me know.  I may be able to help, I may not, but it's worth a shot :)

447
Creative Projects / Tower of Azari v0.20 Released!
« on: October 15, 2009, 05:12:47 pm »
TOWER OF AZARI v0.20 RELEASED

Took me long enough, huh?  Well, thanks to Alexhans I finally got the saving and loading fixed, so here it is.

This particular update had enough changes for me to create a couple catagories for them.  I don’t know if future releases will or won’t.

Internal Changes (No visible effect on the game)
  • Added support of different colored tiles.

Visual Changes
  • The message logs look nicer.
  • The character sheet is formatted nicer.
  • Borders added around the map and character sheet, and the border around the stat panel on the main screen was changed to match.
  • Added hunger and energy bars, they’re currently static, but they do grow/shrink correctly, I promise!

Gameplay Changes
  • Game shouldn’t crash at random positions any more.
  • Goblins have been replaced by the classic, Giant Rat, as the place-holder for the monsters I hope to later generate semi-randomly.
  • Added experience and levels.  (No effect yet, can’t even get experience yet)
  • AP-turn system implemented.
  • Monsters will attack you as often as their speed allows when you’re standing near them.
  • Saving and loading works!

See the first post for the download.

[EDIT]:  A couple things I may work on next, in no particular order...

1.  Moving Enemies - I'll probably use A-star for path finding, the trick is knowing when to make them move towards the player, which leads me too...
2.  Basic Sight/Line-of-Sight - I need to figure out how to check for line-of-sight (see if there is a wall between the player and the enemy), and may try to add some form of primitive sight to show what the player can see...
3.  Items - I'm hoping to at least get either perishables (food, maybe simple potions) or weapons/armor done before the next release
4.  Basic Map Generation - I may try to get some form of basic random maps in.  I'm thinking BSP for the normal maps, and a maze-style map using a variation of the cave generator Outcast Orange mentioned a few posts back.
5.  Move Enemy Information Into Data-files - Eventually I'd like to have most of the content that isn't randomly generated in eternal data-files for easier editing.
6.  Some way to lose/regain energy and hunger - Mostly just so I can show off the bars :P  If perishables make it in, they'd fit this.  If they don't I may make a make-shift way to test the bars.
7.  Some way to heal - Pretty much the same thing as 6...

448
Creative Projects / Re: WorldJem: ???
« on: October 15, 2009, 07:33:58 am »
How about rare but valuable magmaplates? A source of heat and rock!

Maybe they (very) slowly turn nearby rock tiles into more magmaplates and/or evaporate water... you could almost build a game out of that, having to somehow find a way to prevent the whole world from turning into magma :P

449
I've been studying for a test the last couple of days but I've already nailed it!  8)

So, I'm gonna finish what I was doing and send it to you ASAP... I'm doing a programming assignment for college so it might have to wait until tonight...

That'd be great!  I've actually been taking a break from it for a couple days to work on a text/PDCurses based version of my Sudoku Solver... it's actually as easy or easier to use... I'm starting to see the love for text-based interfaces you get a lot of on these forums.  They're clean, simple, powerful and effective.

450
Creative Projects / Re: WorldJem: ???
« on: October 13, 2009, 08:17:40 pm »
Not so much an idea as a couple questions...
1.  How are you planning on dealing with water pressure?
2.  How much do you plan to allow water to rise?  If the example picture, if water was allowed to rise indefinitely, large portions of the map would likely end up flooded...

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