A very interesting game. I liked the way the combat mechanics let you do so much with just the direction keys, and you can take out a lot of critters with a few well places moves - very satisfying. However it's easy to die without having realized you were in danger.
Unfortunately I didn't have time to test the Windows version properly (didn't work under wine, but then again, so didn't my game). Just for future reference, cross-compiling of simple projects is quite easy using the mingw32 package available at least in Ubuntu and Debian repos. PDcurses is the lib you need to use in place of ncurses.
> Unfortunately I didn't have time to test the Windows version properly > (didn't work under wine, but then again, so didn't my game). Just for > future reference, cross-compiling of simple projects is quite easy > using the mingw32 package available at least in Ubuntu and Debian > repos. PDcurses is the lib you need to use in place of ncurses.
I now tested the Win version after all and it didn't work (problems with setupterm) but I hacked it by removing the check for terminal size, so it works now.
At first I thought that the game was buggy as hell with numebers appearing at random places and enemies dissappearing in plain sight a few tiles from me. I then discovered that the numbers are actually sounds from monsters and the player has an automatic ranged attack! Really should bother reading the README sometimes. :)
The shadows are an interesting concept. I remember playing different Zeldas that had enemies that worked the same way. Nice to have a friendly one for change. :)
aave <tapiovier...@gmail.com> writes: > Just for > future reference, cross-compiling of simple projects is quite easy > using the mingw32 package available at least in Ubuntu and Debian > repos.
Thank you for compiling. I uploaded it to the webpage.
> Just for > future reference, cross-compiling of simple projects is quite easy > using the mingw32 package available at least in Ubuntu and Debian > repos. PDcurses is the lib you need to use in place of ncurses.
Thank you for the tip, but I'm not interested in Windows support. I don't use Windows. The first computer I used was the HP/UX in the university. The first personal computer was a Debian box.
On 16 maalis, 00:08, Oohara Yuuma <ooh...@libra.interq.or.jp> wrote:
> Thank you for the tip, but I'm not interested in Windows support. > I don't use Windows. The first computer I used was the HP/UX > in the university. The first personal computer was a Debian box.
I'd like that my games are played and enjoyed by as many people as possible. By not caring about Windows, the number of users is hugely limited (although I think that roguelike community has a higher non- Windows user base than average). Also, not all Linux users know or care about compiling stuff (and let's not even talk about Win users here). Even here at r.g.r.d where most of us are developers of some sorts, we cannot have knowledge of compiling for every programming language. As such, providing only source further limits the number of testers, and thus feedback. Of course one can develop just for own amusement, not really intend the game to be played by other people, just provide means for hard-core enthusiasts to test if they are willing to go through the hoops and loops. (A little exaggerated perhaps... You're game was easy to compile after all. :P )
Anyway, just my thoughts on why I do care about proving support for Windows although I rarely use it myself.