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Messages - Sergius

Pages: 1 ... 295 296 [297] 298 299 ... 322
4441
General Discussion / Re: I like anime, do you like anime?
« on: February 16, 2009, 09:10:13 am »
I don't think actually linking to torrent sites is a good idea.

4442
Other Games / Re: UFO Swarms: X-Com discussion
« on: February 16, 2009, 09:05:56 am »
Is UFO AI the one with the fixed nondestructive maps? That game was actually very well done and felt exactly like XCom. Except that the maps were based on Quake and were indestructible. Which was freakin' stupid and totally ruined a perfectly good clone.

Or was that Extraterrestrials? Meh, one of em open-sourcies.


4443
General Discussion / Re: BC vs BCE
« on: February 16, 2009, 09:04:06 am »
Or we could stop numbering dates and name them after good vintages of wine...

4444
General Discussion / Re: BC vs BCE
« on: February 13, 2009, 11:43:30 am »
I propose a three notation system: BT, T and AT
Before Today
Today
After Today

We don't even need no stinkin' numbers.

4445
Other Games / Re: The Roguelike Development Megathread
« on: February 12, 2009, 10:45:13 am »
I like the idea of rewarding death (the permanent kind) in games such as roguelikes or MMORPGs, and I've toyed with it in a few design documents (rants) I made. Of course, death in a meaningful way or after you've collected a certain amount of skills. What you describe as "roleplaying a town" is more or less what I mean, and it could be applied to families/bloodlines for instance. The idea that you unlock new stuff, like skill cards, more creation points, but only can take advantage of said stuff as a "newborn" while retaining most of the progress of the previous character, and the possibility of recovering some of his best equipment somehow.

4446
Other Games / Re: UFO Swarms: X-Com discussion
« on: February 11, 2009, 12:03:10 pm »
Does damage done in the battlescape even count? I'm fairly sure corps get pissed only if you actually blow parts of their buildings in the cityscape.

I haven't checked tho, I'm playing this game at work :P

4447
Other Games / Re: The Roguelike Development Megathread
« on: February 11, 2009, 11:58:59 am »
I found an interesting article in Gamasutra about the MVC pattern and how it is applied to games (and one game in particular).

http://www.gamasutra.com/features/20050414/rouwe_01.shtml

These principles can just as well apply to a roguelike. Separation of view and (world) model is essential if you ever hope to port your game to a different user interface (let's say 3d and mouse driven). Or even if you need to switch from curses to SDL or even to a different ASCII library.

Apologies if this has been linked before.

4448
Life Advice / Re: Strange Malware
« on: February 11, 2009, 10:17:55 am »
You can't shut down a process if it's a virus installed as a rootkit. Those are damn hard to remove (not impossible, of course).

Also, a lot of these virus don't have one but two processes, each one making sure the other one is loading and even copying itself again the nanosecond you delete one of them.

I've cleaned some of these with specialized removal tools, or at least a specific set of instructions. I've never had any luck using my own antivirus or a generic ad removal tool.

4449
DF Suggestions / Re: Fixing The Trade Equation
« on: February 10, 2009, 10:39:43 am »
The current way of you setting the prices which you will pay would result in YOUR (or more specifically your dwarfs) deaths if you decided to not buy the material that you said was needed so bad, and looking at it from the caravans standpoint is highly unrealistic.

Why would they care if you paid in advance?

4450
General Discussion / Re: I like anime, do you like anime?
« on: February 10, 2009, 09:35:51 am »
Sometimes western animation that tries to do stylized with simple lines and smooth movements gets instantly dumped into the "wants to be anime" camp for no reason. There has been tons of western animation during the ages that has been like that. It's not an "anime wannabe" if it doesn't show huge sweatdrops, stress nerve thingies in the foreheads, super deformed crap, nosebleeds and so on, sorry.

And Batman style animation was actually very art deco.

4451
Other Games / Re: The Roguelike Development Megathread
« on: February 09, 2009, 09:09:07 pm »
Spoiler (click to show/hide)

Thanks for the reply.

From what I see, in the example you're treating your data in Roguelike terms. Which is ok, I guess, but I would rather treat it in an agnostic way - like asking the "engine" (I'm not sure what you call the IO exactly, I'm assuming it's the User Interface part) what tile or character is in a tile. Shouldn't it be better to query simply for what one or more objects are in a coordinate, and let the UI decide for itself if it's going to use a '@' to draw it?

It's getting a bit more clear now... I think what I'd do, for example, is have a function in the engine that tells me what tiles are visible from my POV and probably return an array or expose said tiles to the "client" (I'm just calling the UI the 'client' and the engine the 'server' even tho it's not a networked app).


4452
Other Games / Re: The Roguelike Development Megathread
« on: February 09, 2009, 06:37:55 pm »
Ok, this is a programming question so I don't know if this is the right thread, but it's about making a roguelike.

I'm considering making a Rogue-like game, but I intend to separate the game-logic from the "rendering" part. Now, I think I'm a fairly good programmer but I have never done anything like this, so I don't know where to start.

One way I could approach this is to make it client-server and run both a server and a client in the same machine (even have the server pause the world until input is received to make it turn based), this would work ok if it ever becomes "multiplayer", except for the turn-based part... but let's ignore that for the moment as it may never happen and would need a lot of work to make it playable.

But from what I've seen this may be overkill. Just having a way to swap a tile-based and a Curses-based rendering engine would be fine, were it a DLL or whatever, or even recompiling the whole thing together. Later I'd toy with the idea to make a 3D frontend, but again that's not important now.

So, from all the stuff posted, sample code, open-source stuff you've seen, are there any good samples/tutorials/guides to do this? I'd probably want to program this thing in Java but the samples themselves could be in C# or C++ or something that's easy to read and well structured.

What I'm looking for is to know how I should organize my project, how a game loop would be for said project, etc, taking into account just that: how to make separate game logic (engine) and display logic (renderer).

4453
Other Games / Re: Do you ever play a game so much...
« on: February 09, 2009, 04:36:08 pm »
I was playing Mirror's edge after a long run at Prince of Persia. You can guess what the results were.

Much splattering.

Arteries severed by sharp shards of glass, followed by copious amounts of blood. Maybe a critical hit to the spine...

What!

4454
DF Suggestions / Re: Automated weapon change when sparring
« on: February 09, 2009, 12:45:54 pm »
Personally I'd prefer if weapon racks were built with gear inside them and only those weapons were used for sparring. This allows regulating how many dwarves of different weapon classes spar at once and where

I don't know how to handle any space limits on the racks themselves though, allowing all racks within the zone to be used would probably cause problems when zones overlap

You bring another interesting point: where. You can never have more than one barracks because otherwise you end with two sparring dwarfs in separate barracks with nobody to spar with :P (ok, you can if you have a crapload of dwarfs but it's still annoying when only two want to spar at a given time)

4455
DF Dwarf Mode Discussion / Re: Worldgen cliffs
« on: February 09, 2009, 12:37:29 pm »
I've found maps filled with 3 level cliffs over 3 level cliffs, making a sort of jagged unusable "stairs" to the higher ground where it still had parts of the edge "touching" the lower ground, so there were sections of cliff wall that were 6/9 or so levels high.

I think one of the regional views deals with the "steepness" of said cliffs.

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