Been a little while since I posted, as I have started a new roguelike
incorporating the lessons I learned in my last project (lesson #1 -
use ASCII, or else!). While my game is at a VERY early stage, a large
part of the backbone is complete - at least the part which will impact
performance the most. So I was hoping a few brave souls out there
would simply download the game and walk around a bit, maybe enter the
placeholder town and dungeon, and post back how well things flowed
performance-wise. My last game used graphics, and while they ran
smoothly on my computer, I got reports they were slow as molasses on
others. So this time, while the scope and complexity have increased, I
am going pure ASCII to speed up performance and development (though
things are coded so that graphics can be inserted later.)
http://lordsofdarkhall.weebly.com/rogue-project-2.html
While there are no monsters or items in the game yet, much engine work
is complete, including:
(from the beginning this time) complete save functionality, including
automatic saving in the event of a crash
line-of-sight is complete
world generation (terrain) is complete
(some) dungeon generation is complete
minimap is complete (press ctrl+T while in the overworld)
map-linking framework is complete
etc...
Walk around using the numpad (caps lock on - I'll add cursor keys and
maybe hjklyubn later).
Enter locations using < or >
To examine something more closely, simply right click it.
To save/load press ctrl+S or L
To see the world map, press ctrl+T
If it runs like crap on your computer, please let me know - I may need
to revisit the line-of-sight code. So far, the line of sight code
works for any visual range as coded. I can probably optimize it to be
much faster if I settle on a smaller visual range.
Also, if you want to comment on the basic appearance of the interface,
I am open to suggestions.
Ultimately, the game will include
Eastern setting (non-generic 'Tolkien' fantasy for a change)
City building/resource collection 'sub'game
Crafting
Main quest/random side-quests
A selectable 'companion'
Also, no name has been decided on yet, only the generic 'Rogue Project
2'. I am annoying my wife for some of the common ancient asian
mythology and folk-tales for inspiration.
Thanks a lot,
Brigand
Runs nice on my computer and look promising. I liked the texts, they
were surprisingly good at creating an atmosphere. Sadly, I did not
find
dungeons nor towns, placeholder or not.
> Also, no name has been decided on yet, only the generic 'Rogue Project
> 2'. I am annoying my wife for some of the common ancient asian
> mythology and folk-tales for inspiration.
Having some code in front of a title seems refreshing - see if you can
abstain from naming it untill it's playable :-)
Filip Dreger
"Brigand" wrote:
> So I was hoping a few brave souls out there
> would simply download the game and walk around a bit, maybe enter the
> placeholder town and dungeon, and post back how well things flowed
> performance-wise.
Everything work fine for me. Good performance, no problems. I am on Vista
x64. I like the presentation you have as well. The ascii is both appropriate
and nice looking imo. I look forward to seeing more of this.
--
Rick Clark
Alphabit Rogue: 75% Completed
Sword of Light: 10% Completed
Is there any chance of a source-code release?
Sure, I have no problem releasing the code. Would you be interested in
seeing it now, or later on when it's more fleshed out?
Thanks a ton for the feedback!! You actually start on top of your
'home base' which you can enter by pressing < or >. There should be a
small cave nearby, a little grey arch. Maybe I should make it where
you automatically enter a location when you enter the tile?? Or give
the player the option of moving 'over' the tile without entering??
Run-time error '339':
Component 'comdlg32.ocx' or one of its dependencies not correctly
registered: a file is missing or invalid
So, uh... no performance feedback...
Mingos
You must be using an older version of Windows, or missing a service
pack. Common Dialog 32 is an ActiveX control which displays an 'Open',
'Save', or 'Load' dialog box. It's 'supposed' to be part of a standard
Windows install, but from time to time I come across an install
missing the ocx. If you want it for future programs, you can download
it for free from Microsoft or a bunch of other web sites.
> So I was hoping a few brave souls out there
> would simply download the game and walk around a bit, maybe enter the
> placeholder town and dungeon, and post back how well things flowed
> performance-wise.
I think that roguelike developers are not very good beta testers for
roguelike games written by others -- either too busy, or too eager to
dissect your game for ideas to our own projects. It's good to find some
"normal people" to play your game, at least when it can be played, maybe
on alt.games.roguelike.misc?
Anyways, I'm probably not in your target audience, but I gave it a try.
As can be expected, I failed:
err:module:import_dll Library MSVBVM60.DLL (which is needed by
L"Z:\\home\\sheep\\rogue_project_2_v0.0.1\\RogueProject2.exe") not found
err:module:LdrInitializeThunk Main exe initialization for
L"Z:\\home\\sheep\\rogue_project_2_v0.0.1\\RogueProject2.exe" failed,
status c0000135
--
Radomir Dopieralski, http://sheep.art.pl
And it looks somewhat strange when '@' is wider than tunnel...
Performancewise everything is ok.
Same here... guess not very wine friendly ;-)
err:module:import_dll Library MSVBVM60.DLL (which is needed by L"Z:\
\home\\michael\\Desktop\\RogueProject2.exe") not found
err:module:LdrInitializeThunk Main exe initialization for L"Z:\\home\
\michael\\Desktop\\RogueProject2.exe" failed, status c0000135
Doh!! Forgot to add that you can actually select your font with ctrl+F
ingame if you don't like or don't have the generic font. For once I
actually anticipated a compatibility problem!
I think the most important thing I learned from your comments (and
thank you very much!) is that I will need to include the VB runtime
files as not everyone seems to have them installed (not sure what I am
going to do about Wine Linux emulation), as well as the correct font
(which is the Terminal font, which I though (incorrectly it seems) was
installed on every version of Windows).
I know how to include the font and the runtime files - now to figure
out how to put them in the right place on the target computer...
Thanks a ton guys!
Put out a native Linux release? :3
> I know how to include the font and the runtime files - now to figure
> out how to put them in the right place on the target computer...
As far as I know, you can just put the dll files in the same directory
as the executable, and it will be used if a system-level one is not
already loaded (in which case you get a dll hell anyways).
Sounds like a good idea. I will include them when I start releasing
the real game (or at least something playable to some degree). Thx for
the tip!
> On Mar 3, 5:03 pm, Radomir Dopieralski <n...@sheep.art.pl> wrote:
>> At Tue, 3 Mar 2009 11:57:54 -0800 (PST), Brigand wrote:
>>
>> > I know how to include the font and the runtime files - now to figure
>> > out how to put them in the right place on the target computer...
>>
>> As far as I know, you can just put the dll files in the same directory
>> as the executable, and it will be used if a system-level one is not
>> already loaded (in which case you get a dll hell anyways).
>
> Sounds like a good idea. I will include them when I start releasing
> the real game (or at least something playable to some degree). Thx for
> the tip!
Be sure to check if your license allows you to distribute those files.
<snip>
> > Sounds like a good idea. I will include them when I start releasing
> > the real game (or at least something playable to some degree). Thx for
> > the tip!
>
> Be sure to check if your license allows you to distribute those files.
If its VB, I'm nearly sure it does.
Best,
P.
Do people still use Linxu?
(joke)
I'd actually advise the author to forget about catering for Linux for
the time being and concentrate on getting something vaguely playable
out first.
Best,
P.
No need to cater, really. We'd be fine with a source release even if
it won't compile for us; we're used to having to make minor changes to
code to get it to run!
<snip>
> No need to cater, really. We'd be fine with a source release even if
> it won't compile for us; we're used to having to make minor changes to
> code to get it to run!
I don't have Linux, nor am I ever going to install it on any of my
PCs. That's a given, and I don't see it changing, for many reasons.
However...
Are there any Linux virtual machines or emulators about? Something
that I can try something out on Linux without having to fuck about
with installing and configuring something I don't want to install or
configure. I want to try porting my RL-in-progress IKharne) to Linux
via Lazarus.
Best,
P.
I'm developing exclusively on Linux, and exclusively in virtual
machines running on windows xp.
It's really handy to switch from one os to another without having to
reboot.
virtual machine : vmware player
create an empty machine : easyvmx.com
get a linux iso : ubuntu or mandriva
--
jice
I like it. It is promising.
What are the main lessons you learned from your first attempt at a RL
(DarkHall)?
Best,
P.