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Author Topic: Prospector, a roguelike in development  (Read 275586 times)

Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1530 on: March 03, 2011, 08:34:35 pm »

   Well if it is "bushes" then maybe instead of one big blob
you could have a few small ones to a tile.
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1531 on: March 03, 2011, 08:42:59 pm »

Will there be a seperation between creatures and sentient creatures visually?
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The Scout

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Re: Prospector, a roguelike in development
« Reply #1532 on: March 03, 2011, 08:54:08 pm »

Deon is a God. On the level of Toady except instead of programming, it's art. Good art with alot of limitations.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1533 on: March 03, 2011, 09:23:30 pm »

   Well if it is "bushes" then maybe instead of one big blob
you could have a few small ones to a tile.
Yes, I already did it this way, we think similar :).

Will there be a seperation between creatures and sentient creatures visually?
Well, there are "sentient centipedes" and "centipedes", as well as other sentient species. And each specie has its own sprite. So yeah, each specie looks different.

Deon is a God. On the level of Toady except instead of programming, it's art. Good art with alot of limitations.
To reach the level of Toady one must dedicate his whole life to it. Sadly I am still confined by my family, work and university, but I try hard to meditate and concentrate on what is truly important :P.
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1534 on: March 03, 2011, 11:08:53 pm »

   I just thought of something that would be nice,
The game should remember what your last ship
was named at the start and offer that as a default
because having to keep typing the same thing in,
especially if you get into a dieing steak is annoying.
I just always call my ships Blueshifter.
   Also a question, if one of the main 4 die is there
level number supposed to stay the same? Its kind
of irritating to not remember who died when trying
to recruit replacements.
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

magellan

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Re: Prospector, a roguelike in development
« Reply #1535 on: March 03, 2011, 11:37:54 pm »

You already have that option (and several more)
Ways to name your ship:
1) Type a name in each time (you already discovered this one)
2) Just hit enter. Your Ship will be named NNC- and a increasing 4 digit number
3) in the game folder there is a file called register. you can open it with any text editor. There is a number in there (That is the incrementing number for stanard ship names.)
Below that you can enter your own numbered naming scheme if you don't like NNC -
Just type the Name like you want it to be and 4 #### for the number part.
Or
You can put there a text file name, in which case if you don't name your ship prospector will choose a line from that file at random. (Thats what the file B5Shipnames.txt is for.)

As for your other question i am not sure I understand. Dead people get replaced. It's a question of luck if the replacement is worse/equal/better than your old crewmember.

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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1536 on: March 03, 2011, 11:43:54 pm »

   Cool about the rename thing, did not notice it. With the
crew thing I mean that if say I have the gunner skill 1 die, when
I go to hire a new one it says (current:1) and the little side pannel
says Gu:1
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1537 on: March 04, 2011, 12:04:20 am »

Quote
Well, there are "sentient centipedes" and "centipedes", as well as other sentient species. And each specie has its own sprite. So yeah, each specie looks different

Hmmm... So I'll take that as a no.

Well looks like there just ain't no way around looking.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1538 on: March 04, 2011, 12:05:13 am »

Oh, zombie gunner. That shouldn't happen. When he is dead it should be Gu:- Will look into it.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in development
« Reply #1539 on: March 04, 2011, 12:10:44 am »

Quote
Well, there are "sentient centipedes" and "centipedes", as well as other sentient species. And each specie has its own sprite. So yeah, each specie looks different

Hmmm... So I'll take that as a no.

Well looks like there just ain't no way around looking.
What do you mean? The sentient beings have their own sprites because they are specific species, so once you learn who is who you will see it at glance.

   Cool about the rename thing, did not notice it. With the
crew thing I mean that if say I have the gunner skill 1 die, when
I go to hire a new one it says (current:1) and the little side pannel
says Gu:1
Do you have a 320x240 desktop resolution? :)


P.S. I've done 60% of all land tiles. Damn that's hard, I stayed up all night.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #1540 on: March 04, 2011, 12:20:36 am »

Quote
What do you mean? The sentient beings have their own sprites because they are specific species, so once you learn who is who you will see it at glance

Ohh I see. For a second there I thought you misunderstood my question (which is very common) sorry about all that.

There are a lot of things you guys could do with art and coding such as attractive menus, sprites for characters, and stuff... buuuuuuut yeah... work...

The only thing I REALLY want to see once the sprites are done and working correctly are green planets. Dang Leafs.
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1541 on: March 04, 2011, 12:34:30 am »

   I think I figured out my problem. The game I think was
corrupted on my end because when I deleted it and downloaded
a fresh game it works fine now.

Edit: I examined what I deleted and despite the folder saying it was
the correct version on further inspection it was an older version. Do
not know how I managed that one.

   Also now that I have the correct game and all its not responding to the 'y' or 'n' key after I die.
« Last Edit: March 04, 2011, 12:55:57 pm by Akhier the Dragon hearted »
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Deon

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Re: Prospector, a roguelike in development
« Reply #1542 on: March 04, 2011, 06:49:30 am »

I've done more than half of the items:



The problem is that I cannot finish it until I get the list from Magellan for the remaining stuff because it's different from the source file contents. There will be more items too.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1543 on: March 04, 2011, 01:40:21 pm »

Look into your mailbox deon, there are some answers in there.

As for the "identifying critters by sight" thing:
There is some information hidden in the Ascii. One could add that to the sprites as well, but would be quite a task for deon.
The additional info is uppercase/lower case and color. To put all that in, we would need 2x8 sprites for each of the standard critters, instead of just one. (those would be from avian to fish)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in development
« Reply #1544 on: March 04, 2011, 01:59:04 pm »

It would be okay for me :).

Also my first attempt at 8-dimensional ship:

Diagonals are a bitch :D.

P.S.

Scout, fighter, heavy scout:

« Last Edit: March 04, 2011, 02:32:19 pm by Deon »
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