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Release .. 7DRL Tomb of Rawdin
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stu  
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 More options Feb 6 2009, 2:02 pm
Newsgroups: rec.games.roguelike.development
From: stu <yakumo9...@gmail.com>
Date: Fri, 6 Feb 2009 11:02:27 -0800 (PST)
Local: Fri, Feb 6 2009 2:02 pm
Subject: Release .. 7DRL Tomb of Rawdin
Well, Im in before the deadline, I could have spent a few more hours
testing/balancing but I'm done..

I cranked this sucker out so most of the code lies within
main.c/dungeon.c there is support code I pulled from
cnc like my memory management code, astar.
It uses libfov, libtcod (+sdl), etc.

The game was designed to kinda play like the original
rogue, but without the food factor.

The name was supposed to be in the spirit of the
Amulet of Yendor / Rodney...
Wizardry / Trebor + Werdna...

Rawdin.. Darwin.. only the strong survive...

blah. cheesy I know.

What didn't make it into the game in time...
Quite a few things actually...

The biggest omission was the lack of better magics, and there
is no ranged anything. It is all bump combat.

Scrolls and Potions are limited and mostly gimicky but some
really do help (cure poison, poison resistance, etc.)

Some of the buffs didnt get used...

If it were continued the todo list would be;

Finish the attributes that were half done
- Fire / Ice / Acid
- More items
- More monsters
- Lessen the AStar affect (astar pathing makes it overwhelming/too
precise)
- Ranged weapons/magic?

Dragons on level 10 need to be buffed up a bit more too.

Thoughts...
I did initial design for fire/ice and other stuff but didnt really
get around to using them in game. ASTAR makes life hard, as in
all the monsters on the map with astar flag beeline to you
and suddently your surrounded by 10 enemies and nowhere to go....

LibTCOD has some odd designs.. To print a single char you need 3
function
calls (char, foreground + background colours).. Then there is the
whole pile of
crap that is the TCOD_BKGND_SET flag stuff, set/none/add/blah, but
that is
just me. Console emulator doesnt give you proper console colours...
where is
brown? Cyan, light cyan, light green, etc. but hey, I do get 3
variations of
yellow, 4 of red/orange. Oh there is a dark brown but its so close to
black its
worthless. Silver and Grey are so close there is little difference..
only 1 green?

Should at least give us the proper 16 colour defaults, then the
extra's.

At least it has a rich set of functions for defining your own colors
(Nice work there!).

To me it feels backwards (col,row), I'm too used to row,col calling,
but
thats a personal thing...

Redefines true/false (hello! super bad behaviour!!!) without using
stdbool
which is not what libfov expects... also means you cant include
stdbool
in your headers (and the header files are not properly extern'd for C
usage)

All in all, these are just minor things easily fixed, despite this,
jice did
an amazing job on libtcod.

Things I should have done but didnt;
Use offscreen buffers for message/stat window rather than redraw
EVERYTHING every frame...

I came to like TCOD in the end after the intial cringe, so I might
consider movinv CNC from my own SDL console emulation to
use TCOD instead.

oh links...

homepage
http://redmine.bloodycactus.com/projects/rawdin/wiki

downloads;
http://redmine.bloodycactus.com/projects/rawdin/files

source;
git clone git://bloodycactus.com/rawdin

-stu


 
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Maxy-B  
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 More options Feb 6 2009, 2:44 pm
Newsgroups: rec.games.roguelike.development
From: Maxy-B <max.b...@gmail.com>
Date: Fri, 6 Feb 2009 11:44:48 -0800 (PST)
Local: Fri, Feb 6 2009 2:44 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 6, 1:02 pm, stu <yakumo9...@gmail.com> wrote:

> Well, Im in before the deadline, I could have spent a few more hours
> testing/balancing but I'm done..

Congratulations! I look forward to trying it out, assuming I can get
the source to compile on OS X.

--
Max


 
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stu  
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 More options Feb 6 2009, 3:05 pm
Newsgroups: rec.games.roguelike.development
From: stu <yakumo9...@gmail.com>
Date: Fri, 6 Feb 2009 12:05:32 -0800 (PST)
Local: Fri, Feb 6 2009 3:05 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 6, 2:44 pm, Maxy-B <max.b...@gmail.com> wrote:

> On Feb 6, 1:02 pm, stu <yakumo9...@gmail.com> wrote:

> > Well, Im in before the deadline, I could have spent a few more hours
> > testing/balancing but I'm done..

> Congratulations! I look forward to trying it out, assuming I can get
> the source to compile on OS X.

you should be able to use the linux makefiles.
you will need libtcod/sdl installed somewhere to build it properly.

-stu


 
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jice  
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 More options Feb 6 2009, 3:52 pm
Newsgroups: rec.games.roguelike.development
From: jice <jice.nos...@gmail.com>
Date: Fri, 6 Feb 2009 12:52:31 -0800 (PST)
Local: Fri, Feb 6 2009 3:52 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
Ouch, I can't let that unpunished...

stu a écrit :

> LibTCOD has some odd designs.. To print a single char you need 3
> function
> calls (char, foreground + background colours).. Then there is the
> whole pile of
> crap that is the TCOD_BKGND_SET flag stuff, set/none/add/blah, but
> that is
> just me.

To print a character on a console :

console.putChar(x,y,'@');

I can't hardly make it simpler. It will print with the default
foreground/background color. (ok, I know, the C version needs another
parameter...).
But I see your point. Maybe something like putChar(x,y,c,
foregroundColor) would be useful to display creatures/items. I'll add
it in the next release.

> Should at least give us the proper 16 colour defaults, then the
> extra's.

I didn't put the default 16 colors because they're ugly and every game
using them make you blind after a few hours ;P

> To me it feels backwards (col,row), I'm too used to row,col calling,
> but
> thats a personal thing...

You mean y,x ? weird. Where did you get this habit ?

> Redefines true/false (hello! super bad behaviour!!!) without using
> stdbool
> which is not what libfov expects... also means you cant include
> stdbool
> in your headers

stdbool is not in Visual Studio, neither in Mingw. Why would you use a
non portable header to replace a feature that is already implemented
in a portable way in the library ?

> (and the header files are not properly extern'd for C
> usage)

What do you mean ? Could you be more precise ?

> All in all, these are just minor things easily fixed, despite this,
> jice did
> an amazing job on libtcod.

o_O Pfeew, thanks ! At this point of your post, this was rather
unexpected :)

--
jice


 
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stu  
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 More options Feb 6 2009, 4:56 pm
Newsgroups: rec.games.roguelike.development
From: stu <yakumo9...@gmail.com>
Date: Fri, 6 Feb 2009 13:56:46 -0800 (PST)
Local: Fri, Feb 6 2009 4:56 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 6, 3:52 pm, jice <jice.nos...@gmail.com> wrote:

> Ouch, I can't let that unpunished...

> > Should at least give us the proper 16 colour defaults, then the
> > extra's.

> I didn't put the default 16 colors because they're ugly and every game
> using them make you blind after a few hours ;P

I can understand that, but a few more standard greens, cyans etc ;)

> > To me it feels backwards (col,row), I'm too used to row,col calling,
> > but
> > thats a personal thing...

> You mean y,x ? weird. Where did you get this habit ?

Dunno, but I always think row/column rather than column/row
and I awlays iterate row then column etc. I think its just
personal habit.

> > Redefines true/false (hello! super bad behaviour!!!) without using
> > stdbool
> > which is not what libfov expects... also means you cant include
> > stdbool
> > in your headers

> stdbool is not in Visual Studio, neither in Mingw. Why would you use a
> non portable header to replace a feature that is already implemented
> in a portable way in the library ?

http://en.wikipedia.org/wiki/Stdbool.h

stdbool is c99 so it should be in any c compiler thats 'modern'.
I know gcc has but (mingw is so antiquated and crap tho, but I see
they are working on a new version...).

> > (and the header files are not properly extern'd for C
> > usage)

> What do you mean ? Could you be more precise ?

#ifndef FOO_H
#define FOO_H
#ifdef __cplusplus
extern "C"{
#endif

extern int Foo(int bar);

#ifdef __cplusplus

}

#endif
#endif

vs your method;

#ifndef FOO_H
#define FOO_H

int Foo(int bar);

#endif

you also stick an underscore at the start of your defines
which are supposed to designate compiler reserved defines only
(i do this a lot anyway), this is just an FYI.
so #define _TCOD_PATH_H should really be
#define TCOD_PATH_H, etc.

> > All in all, these are just minor things easily fixed, despite this,
> > jice did
> > an amazing job on libtcod.

> o_O Pfeew, thanks ! At this point of your post, this was rather
> unexpected :)

I'm debating converting cnc to use it over my own SDL
console emulator. most of my issues are personal/habits
rather than technical against it.

-stu


 
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jice  
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 More options Feb 6 2009, 6:00 pm
Newsgroups: rec.games.roguelike.development
From: jice <jice.nos...@gmail.com>
Date: Fri, 6 Feb 2009 15:00:36 -0800 (PST)
Local: Fri, Feb 6 2009 6:00 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On 6 fév, 22:56, stu <yakumo9...@gmail.com> wrote:

> On Feb 6, 3:52 pm, jice <jice.nos...@gmail.com> wrote:

> > I didn't put the default 16 colors because they're ugly and every game
> > using them make you blind after a few hours ;P

> I can understand that, but a few more standard greens, cyans etc ;)

Ok, fair enough. I'll try to put more default colors to cover at least
most basic colors.

> stdbool is c99 so it should be in any c compiler thats 'modern'.
> I know gcc has but (mingw is so antiquated and crap tho, but I see
> they are working on a new version...).

I would probably have used it, but since Visual Studio and MINGW, the
best free compilers on windows IMHO, don't support it... If every C
compiler was C99 compliant, life would be a blessing...

I already have this in libtcod.h, which includes all the other files.
In fact, I should even completely remove the ifdefs in the inner
files. I keep putting them by habit...

Anyway, I'm glad you finally like the library. If some other features
seem particularly tedious to you, let me know.

--
jice


 
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zaim...@zaimoni.com  
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 More options Feb 6 2009, 6:37 pm
Newsgroups: rec.games.roguelike.development
From: zaim...@zaimoni.com
Date: Fri, 6 Feb 2009 15:37:11 -0800 (PST)
Local: Fri, Feb 6 2009 6:37 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 6, 5:00 pm, jice <jice.nos...@gmail.com> wrote:

As far as MingW: *WRONG*, did you actually try it?  Both MingW 3.4.5
and MingW 4.2.1 ship with stdbool.h , it's just in the fixincludes
header section ( .../lib/gcc/...) rather than the usual includes
location (.../include/....)

Furthermore, it's a relatively easy header to reimplement.  I see
nothing wrong with providing a mocked-up stdbool.h for unmaintained or
intentionally obsolete compilers to use, that is "out of line" of the
normal build process.


 
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jice  
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 More options Feb 6 2009, 7:23 pm
Newsgroups: rec.games.roguelike.development
From: jice <jice.nos...@gmail.com>
Date: Fri, 6 Feb 2009 16:23:25 -0800 (PST)
Local: Fri, Feb 6 2009 7:23 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On 7 fév, 00:37, zaim...@zaimoni.com wrote:

mmh I'm using mingw 3.1.0 and I've always been afraid of upgrading
it... Maybe I should after all... My previous attempts were not really
successes.
Anyway you must agree that's a lot of talk for a small line of code
that compiles on every C compiler on the planet...  i'll protect it to
make it compatible with stdbool libraries

#ifndef bool
typedef enum { false, true } bool;
#endif

--
jice


 
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Martin Read  
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 More options Feb 6 2009, 7:33 pm
Newsgroups: rec.games.roguelike.development
From: Martin Read <mpr...@chiark.greenend.org.uk>
Date: 07 Feb 2009 00:33:27 +0000 (GMT)
Local: Fri, Feb 6 2009 7:33 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin

jice <jice.nos...@gmail.com> wrote:
>stu a =E9crit :
>> To me it feels backwards (col,row), I'm too used to row,col calling,
>> but thats a personal thing...

>You mean y,x ? weird. Where did you get this habit ?

I have the same habit; I picked it up from curses, which uses that
ordering for positional coordinates. It happens to also reflect the
way linear framebuffers are stored in memory - one line at a time.
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
 \  /  every time we try to impose order we create chaos
  \/   -- Killing Joke, "Mathematics of Chaos"

 
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zaim...@zaimoni.com  
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 More options Feb 6 2009, 7:39 pm
Newsgroups: rec.games.roguelike.development
From: zaim...@zaimoni.com
Date: Fri, 6 Feb 2009 16:39:31 -0800 (PST)
Local: Fri, Feb 6 2009 7:39 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 6, 6:23 pm, jice <jice.nos...@gmail.com> wrote:

> mmh I'm using mingw 3.1.0 and I've always been afraid of upgrading
> it... Maybe I should after all... My previous attempts were not really
> successes.

I see.  I don't have a canonical install (the binary installers tend
to crash on Win95, so I have to install everything from tarballs to
ensure identical system configurations across Win95, Win2000, and
Vista), but I generally find that unpacking the new compiler into its
own directory and renaming directories around lets me try out new
versions safely.

> Anyway you must agree that's a lot of talk for a small line of code
> that compiles on every C compiler on the planet...  i'll protect it to
> make it compatible with stdbool libraries

> #ifndef bool
> typedef enum { false, true } bool;
> #endif

While we're at it, let's make that

#ifndef bool
typedef enum { false = 0, true} bool;
#endif

That way,

if (false) abort();

doesn't abort.


 
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jice  
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 More options Feb 7 2009, 2:48 am
Newsgroups: rec.games.roguelike.development
From: jice <jice.nos...@gmail.com>
Date: Fri, 6 Feb 2009 23:48:12 -0800 (PST)
Local: Sat, Feb 7 2009 2:48 am
Subject: Re: Release .. 7DRL Tomb of Rawdin
On 7 fév, 01:39, zaim...@zaimoni.com wrote:

0 is the default starting value for an enum in C, so that makes no
difference.

--
jice


 
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jice  
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 More options Feb 7 2009, 3:12 am
Newsgroups: rec.games.roguelike.development
From: jice <jice.nos...@gmail.com>
Date: Sat, 7 Feb 2009 00:12:01 -0800 (PST)
Local: Sat, Feb 7 2009 3:12 am
Subject: Re: Release .. 7DRL Tomb of Rawdin
On 6 fév, 20:02, stu <yakumo9...@gmail.com> wrote:

> source;
> git clone git://bloodycactus.com/rawdin

> -stu

I had a look at your sources and here are a few remarks that might
ease your dev the next time you use libtcod :

#if defined(WIN32) || defined(__WIN32__)
libtcod gives you compiler dependant macros to ease this sort of
conditional code :
WIN32/LINUX
MINGW32/VISUAL_STUDIO

system_startup function :
if you want the current desktop resolution, you'd better use :
TCOD_sys_get_current_resolution(int *width, int *height)
It would have make your auto-font selection feature work on linux too.

ClearKeyBuffer();
key = TCOD_console_wait_for_keypress(true);
With true as flush parameter, wait_for_keypress should already clear
the key buffer.

Anyway, that's a pretty impressive amount of work. Congratulations.
You also forget to mention it was real time.

--
jice


 
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Ray Dillinger  
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 More options Feb 7 2009, 4:36 am
Newsgroups: rec.games.roguelike.development
From: Ray Dillinger <b...@sonic.net>
Date: Sat, 07 Feb 2009 01:36:48 -0800
Local: Sat, Feb 7 2009 4:36 am
Subject: Re: Release .. 7DRL Tomb of Rawdin

/* during initialization.  The tile for this is a white '@' on a
   black background with no other attributes. */
playermob.ch = Define_Tile( '@', COLOR_WHITE, COLOR_BLACK, ATTR_NONE);
.....
/* whenever we want to print it*/
printmob(playermob, x, y);

That way the character, background color, foreground color, and
attributes are all part of the tile and as programmer you don't
have to worry about them again once you define them.

>> To me it feels backwards (col,row), I'm too used to row,col calling,
>> but
>> thats a personal thing...

> You mean y,x ? weird. Where did you get this habit ?

Heh.  From using ncurses, probably. Or the C system calls for
graphics, or virtually anything to do with computer graphics ...
where did you get the other habit??

>> Redefines true/false (hello! super bad behaviour!!!) without using
>> stdbool
>> which is not what libfov expects... also means you cant include
>> stdbool
>> in your headers

> stdbool is not in Visual Studio, neither in Mingw. Why would you use a
> non portable header to replace a feature that is already implemented
> in a portable way in the library ?

Uh, practically everybody doing Linux development uses stdbool.  
I don't know how it is in the Windows universe, but for linux
it's considered a flatly basic header, almost at the level of
stdio.h.  The answer is they were using it before they even
considered linking your library.  If this is true it really
needs to be fixed.

                                Bear


 
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flend  
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 More options Feb 7 2009, 4:50 am
Newsgroups: rec.games.roguelike.development
From: flend <flendn...@googlemail.com>
Date: Sat, 7 Feb 2009 01:50:08 -0800 (PST)
Local: Sat, Feb 7 2009 4:50 am
Subject: Re: Release .. 7DRL Tomb of Rawdin
On 6 Feb, 19:02, stu <yakumo9...@gmail.com> wrote:

> Well, Im in before the deadline, I could have spent a few more hours
> testing/balancing but I'm done..
> downloads;http://redmine.bloodycactus.com/projects/rawdin/files

I gave this a play for 45 minutes or so. Congrats to the author for
quite a polished game - a lot done in 7 days. I liked the dungeons
which were large without being too big. I only got to dungeon level 4
but the selection of items etc. was quite good although I found it
difficult to figure out what the effects of each were (apart from the
Magic Mapping potion which was ace). Unfortunately once I finally got
down to level 4, I was swarmed by 6 A* lizardmen in a tiny room with
only one exit which was the end of me.

The realtime nature of the game gives it a fairly fast pace. However,
there are two things which I think really detracted from this.
Firstly, the resting system where you have to stand still for 20, 30
seconds of real time to heal and which is the only practical way of
gaining hitpoints. This was no fun, particularly in a fast-paced game.
The first couple of times I played, I didn't know about resting and
played without it which I rather preferred (although I died quickly).
Secondly, combat with some creatures (orcs, kobolds) takes a long
time, of order 50 turns. This also slows the game down and means that
one doesn't read the combat messages because there are too many of
them.

So, good game, would be great with faster combat and maybe an 'auto-
rest' key.

Cheers,

flend


 
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Martin Read  
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 More options Feb 7 2009, 5:28 am
Newsgroups: rec.games.roguelike.development
From: Martin Read <mpr...@chiark.greenend.org.uk>
Date: 07 Feb 2009 10:28:00 +0000 (GMT)
Subject: Re: Release .. 7DRL Tomb of Rawdin

jice <jice.nos...@gmail.com> wrote:
>Anyway you must agree that's a lot of talk for a small line of code
>that compiles on every C compiler on the planet...  i'll protect it to
>make it compatible with stdbool libraries

>#ifndef bool
>typedef enum { false, true } bool;
>#endif

That won't work. The preprocessor doesn't process typedefs.  Since
stdbool.h is a feature of C99, you can use this instead:

#if (!defined(__STDC_VERSION__) || (__STDC_VERSION__ < 199901L)
typedef enum { false, true } bool;
#else
#include <stdbool.h>
#endif
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
 \  /  every time we try to impose order we create chaos
  \/   -- Killing Joke, "Mathematics of Chaos"


 
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Martin Read  
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 More options Feb 7 2009, 5:42 am
Newsgroups: rec.games.roguelike.development
From: Martin Read <mpr...@chiark.greenend.org.uk>
Date: 07 Feb 2009 10:42:45 +0000 (GMT)
Local: Sat, Feb 7 2009 5:42 am
Subject: Release .. 7DRL Tomb of Rawdin

Martin Read <mpr...@chiark.greenend.org.uk> wrote:
>#if (!defined(__STDC_VERSION__) || (__STDC_VERSION__ < 199901L)
>typedef enum { false, true } bool;
>#else
>#include <stdbool.h>
>#endif

I'm an idiot, since that doesn't check for C++.

The cheap version is:

/* Time to define bool */
#ifdef __cplusplus
/* do nothing - it's a builtin type in C++ */
#elif (!defined(__STDC_VERSION__) || (__STDC_VERSION__ < 199901L))
/* bool isn't in the library or the builtins on C89 */
typedef enum { false, true } bool;
#else
/* C99 or later - bool is in stdbool.h */
#include <stdbool.h>
#endif

and the really robust version is:

#ifdef __cplusplus
typedef bool TCODbool;
#elif (!defined(__STDC_VERSION__) || (__STDC_VERSION__ < 199901L))
/* bool isn't in the library or the builtins on C89 */
typedef enum { false, true } TCODbool;
#else
/* C99 or later - bool is in stdbool.h */
#include <stdbool.h>
#endif

and use TCODbool everywhere you currently use bool, so that if some
*other* library defines bool-for-C89 in *its* headers, nothing explodes.
--
\_\/_/ turbulence is certainty turbulence is friction between you and me
 \  /  every time we try to impose order we create chaos
  \/   -- Killing Joke, "Mathematics of Chaos"


 
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jice  
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 More options Feb 7 2009, 7:15 pm
Newsgroups: rec.games.roguelike.development
From: jice <jice.nos...@gmail.com>
Date: Sat, 7 Feb 2009 16:15:26 -0800 (PST)
Local: Sat, Feb 7 2009 7:15 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On 7 fév, 11:42, Martin Read <mpr...@chiark.greenend.org.uk> wrote:

mmh why so complicated ? What about

#ifndef __cplusplus
#undef bool
#undef true
#undef false
typedef enum { false, true } bool;
#endif

I tested the current svn version with :

#ifndef bool
typedef enum { false, true } bool;
#endif

And it works (at least it compiles) when including stdbool.h before
libtcod.h.

--
jice


 
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zaim...@zaimoni.com  
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 More options Feb 8 2009, 12:08 am
Newsgroups: rec.games.roguelike.development
From: zaim...@zaimoni.com
Date: Sat, 7 Feb 2009 21:08:32 -0800 (PST)
Local: Sun, Feb 8 2009 12:08 am
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 7, 6:15 pm, jice <jice.nos...@gmail.com> wrote:

Familiarity obscures the complexity of what you are insisting on: the
exact same design error that PDCurses 3.4 has regarding bool.  It's
bad enough that I just fork PDCurses and fix it, as the X/Open curses
spec appears to require this design error.

Sadly, C99 grants an explicit license to #undef and subsequently
redefine the true, false, and bool macros defined in stdbool.h without
invoking undefined behavior like #undef'ing *any* other identifier
defined (either by macro or more normally) in a system header.

So the above is required the work, regardless of its lack of wisdom.


 
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Radomir Dopieralski  
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 More options Feb 8 2009, 9:24 am
Newsgroups: rec.games.roguelike.development
From: Radomir Dopieralski <n...@sheep.art.pl>
Date: Sun, 8 Feb 2009 14:24:12 +0000 (UTC)
Local: Sun, Feb 8 2009 9:24 am
Subject: Re: Release .. 7DRL Tomb of Rawdin
At Sat, 7 Feb 2009 01:50:08 -0800 (PST), flend wrote:

> So, good game, would be great with faster combat and maybe an 'auto-
> rest' key.

Try pressing '.' (period).

--
Radomir Dopieralski, http://sheep.art.pl


 
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stu  
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 More options Feb 8 2009, 9:54 am
Newsgroups: rec.games.roguelike.development
From: stu <yakumo9...@gmail.com>
Date: Sun, 8 Feb 2009 06:54:34 -0800 (PST)
Local: Sun, Feb 8 2009 9:54 am
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Feb 7, 4:50 am, flend <flendn...@googlemail.com> wrote:

> I gave this a play for 45 minutes or so. Congrats to the author for
> quite a polished game - a lot done in 7 days. I liked the dungeons
> which were large without being too big. I only got to dungeon level 4
> but the selection of items etc. was quite good although I found it
> difficult to figure out what the effects of each were (apart from the
> Magic Mapping potion which was ace). Unfortunately once I finally got
> down to level 4, I was swarmed by 6 A* lizardmen in a tiny room with
> only one exit which was the end of me.

thanks for playing. The A* is... too precise. I tried to implement
things gradually (ie: the first A* monster you encounter is
just an orc with no specials, later on some A* get poison
inducement attempt 1 every N rounds, etc).

> The realtime nature of the game gives it a fairly fast pace. However,
> there are two things which I think really detracted from this.
> Firstly, the resting system where you have to stand still for 20, 30
> seconds of real time to heal and which is the only practical way of
> gaining hitpoints. This was no fun, particularly in a fast-paced game.

The resting is really only workable on levels 1 or 2. I had hoped
by that time the player would have a few scrolls of healing or
poitions of healing or would have armour strong enough to withstand
most attacks.

> The first couple of times I played, I didn't know about resting and
> played without it which I rather preferred (although I died quickly).
> Secondly, combat with some creatures (orcs, kobolds) takes a long
> time, of order 50 turns. This also slows the game down and means that
> one doesn't read the combat messages because there are too many of
> them.

yeah, combat can be slow if your weapon is underpowered.
eg: kobolds on level 1+2 are mostly resistant to the knife,
you really need a short sword or better against kobolds.

It also depends on your skill level. The game uses the common
stat+skill+1D20 method.

so strength+melee+1d20 vs dexterity+defense+1d20 for a hit.

(1 stat and 1 skill will be randomly picked to increase
each time you level up, plus some poitions/scrolls
will do stat increases....)

most item drops are set for level ranges, and should
correspond to the defense of the monsters on those levels
type deal, which is why you wont see a crytal knife on level 1
for example, or a blood priest on level 1.

> So, good game, would be great with faster combat and maybe an 'auto-
> rest' key.

I'll note the auto-rest function, and I think it really needs to
be reduced in time, and making it a bit more useful on lower levels.

The game needs to drop more potions of healing and remove poison
or poison resistance etc to make it fairer on the player.

-stu


 
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Radomir Dopieralski  
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 More options Feb 8 2009, 4:43 pm
Newsgroups: rec.games.roguelike.development
From: Radomir Dopieralski <n...@sheep.art.pl>
Date: Sun, 8 Feb 2009 21:43:11 +0000 (UTC)
Local: Sun, Feb 8 2009 4:43 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
At Sun, 8 Feb 2009 06:54:34 -0800 (PST), stu wrote:

> On Feb 7, 4:50 am, flend <flendn...@googlemail.com> wrote:
> most item drops are set for level ranges, and should
> correspond to the defense of the monsters on those levels
> type deal, which is why you wont see a crytal knife on level 1
> for example, or a blood priest on level 1.

Just a random thought, but maybe it would be better to lower the
item levels by one? For example, you have a chance of finding a
weapon you will need at the next level...

--
Radomir Dopieralski, http://sheep.art.pl


 
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Cymon  
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 More options Mar 16 2009, 4:52 pm
Newsgroups: rec.games.roguelike.development
From: Cymon <joealar...@gmail.com>
Date: Mon, 16 Mar 2009 13:52:54 -0700 (PDT)
Local: Mon, Mar 16 2009 4:52 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
Thought I'd mention I reviewed this game for Cymon's Games. You can
read the review here:

http://cymonsgames.retroremakes.com/2009-7drl-tomb-of-rawdin/


 
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yakumo9...@gmail.com  
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 More options Mar 16 2009, 7:16 pm
Newsgroups: rec.games.roguelike.development
From: yakumo9...@gmail.com
Date: Mon, 16 Mar 2009 16:16:45 -0700 (PDT)
Local: Mon, Mar 16 2009 7:16 pm
Subject: Re: Release .. 7DRL Tomb of Rawdin
On Mar 16, 4:52 pm, Cymon <joealar...@gmail.com> wrote:

> Thought I'd mention I reviewed this game for Cymon's Games. You can
> read the review here:

> http://cymonsgames.retroremakes.com/2009-7drl-tomb-of-rawdin/

cheers mate. Thanks for the review, I appreciate it.
There is a new release in the wings that will address
most of the issues raised in your review and some more.

-stu


 
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