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Messages - Xgamer4

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61
Other Games / Re: The Roguelike Development Megathread
« on: December 22, 2016, 01:38:15 pm »
Defining all the monsters and stuff in-program looks quite messy, yes, but the main problem is that when I'm making a custom map or making enemies drop items, I have to define the item again, meaning copypasting, and the list of drops will be the exact same code again, give or take a few things. So it's comparatively inefficient as well.

It's hard to know exactly what's going wrong here, but the fact that you're talking about copy-pasting things like monsters is... concerning. To say the least. Would you be willing to provide a snippet of your code showing the problem?

In general, you'd have something like monsters.py, that defines all your monster classes, and you'd just instantiate one of them whenever you needed one. So, you'd define a rat class, and when you wanted to put a rat in a map you'd just do r1 = monsters.Rat( ... ), where the arguments may (or may not) define things like max HP, current HP, status, etc - if that's how you defined the class.

62
Other Games / Re: That which sleeps- Kickstarted!
« on: December 13, 2016, 02:01:59 pm »
Who wants to bet that the only reason we got this update is because Fenicks stood behind Josh, while smacking a baseball bat into his palm, while Josh typed it out? Purely so there's some kind of substantial evidence that Fenicks has nothing to do with it anymore?

63
RockPaperShotgun did an article on the expansion near its release, and assuming their screenshots of an after-tornado are accurate... then yeah, some of the disasters do have much more than that

https://www.rockpapershotgun.com/2016/11/29/cities-skylines-natural-disaster-view/

64
Other Games / Re: [Kickstarter] Arcen Game's AI War II. Take 2.
« on: November 23, 2016, 04:37:26 pm »
I had not heard that adding new KS tiers costs money. Like, from anywhere. Costs potential funding, perhaps.

That's where he's coming from. He's assuming that all 500 of the new backers at the $16 tier would have comfortably backed at the $20 tier, causing a "loss" of $4*500=$2000.

Not even gonna start in on why that's not how things work.

65
Other Games / Re: [Kickstarter] Arcen Game's AI War II. Take 2.
« on: November 18, 2016, 01:58:29 pm »
Kickstarter Take 2 is up and running, very successfully I might add

https://www.kickstarter.com/projects/arcengames/ai-war-ii-0/description

66
Other Games / Re: [Kickstarter] Arcen Game's AI War II
« on: November 11, 2016, 03:47:13 pm »
Probably because this new budget (as far as I can tell) involves basically dropping everything that isn't the AI, UI fixes, and basic mechanics into stretch goals?

Its not exactly an optimistic kickstarter, or even a cool-sounding one. Its 'AI War with better performance and maybe new features.'
Unless they manage some amazing pr I'm not sure how that can sound interesting to people who don't already have AI War.

More notably, it also gives up on the optimistic hope of keeping jobs for everyone who was working in the studio. Which is unfortunate, for sure.

68
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 07, 2016, 11:46:39 pm »
I mean, you can, but skill level aside, the Blacksmiths rank notably lower than the Miners currently, so at best you'd keep your relative rank between the teams.

69
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 07, 2016, 06:34:29 pm »
Swapped PeteStorm for Damiac in my file.

70
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 07, 2016, 02:04:42 pm »
Subbing not good with names with you, so you'd be on the Blacksmiths, seems like a solid move if you and he are fine with it

That's fine with me, so he and I would just need to change our teamcaptain strings, then the team captains have to swap us out?

Yep. There's a bit of coordination needed there, so I'll probably hold off until we hear from Graven and not good with names, just so everyone's on the same page. But that's all.

71
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 07, 2016, 01:28:12 pm »
Subbing not good with names with you, so you'd be on the Blacksmiths, seems like a solid move if you and he are fine with it


72
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 06, 2016, 10:29:40 am »
It's two parts. You add the line to your file, the captain (IcyTea) edits their file, and then you both want fourish hours after both parts are done.

73
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 05, 2016, 07:37:47 pm »
Has Crazy Yiuf been buffed, or was I just particularly terrible earlier? Usually I can stomp him no problem. Instead I promptly splatted three characters to him almost one right after the other.

74
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 05, 2016, 02:33:19 pm »
AlStar sweet, thanks! I've managed to get one dude somehow - presumably the high-level MiBe ghost.

Random question.

When starting up a tabber character - say a MiBe or MiGl - and setting skills, is it better to go all-in for the selected weapon skill, in hopes of finding a good weapon, or to focus on Fighting, for the first few levels, in anticipation of swapping weapons as the dungeon demands?

What I do, for all my melee guys, is focus Weapon Skill, and leave fighting and the most important of Armour/Dodging/Shield trained, but unfocused. I stop Armour/Dodging at ~10, fighting generally goes on unless I need Invocations. Weapon skill stays until mindelay or 1 AUT attacks, depending on the char.

Oh, interesting. I think I'll try that. The strat I've been familiar with is 100% on the kill-dudes skill until min-delay/sufficiently-low-casting-failure, then 100% into relevant defense. Then split out afterwards on an as-needed basis.

75
Other Games / Re: Dungeon Crawl 0.19 tournament: get on a Bay12 team!
« on: November 05, 2016, 02:21:45 pm »
Random question.

When starting up a tabber character - say a MiBe or MiGl - and setting skills, is it better to go all-in for the selected weapon skill, in hopes of finding a good weapon, or to focus on Fighting, for the first few levels, in anticipation of swapping weapons as the dungeon demands?

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