|
Work in progress:
|
# ? Jun 1, 2015 23:39 |
|
|
# ? Apr 28, 2024 15:12 |
|
ToxicFrog posted:Work in progress: Are you hooking into the game's own sound functions (DOOMIO_TDOOMIO_$__PLAYSOUND looks like one) or just fmod ones? I looked into making a soundless patch a while ago, but was too lazy/busy to actually do anything. If you can put your code up on github or similar, I'd be interested to check it out.
|
# ? Jun 2, 2015 03:22 |
|
Pollyzoid posted:Are you hooking into the game's own sound functions (DOOMIO_TDOOMIO_$__PLAYSOUND looks like one) or just fmod ones? I looked into making a soundless patch a while ago, but was too lazy/busy to actually do anything. I'm replacing libSDL_mixer.so with a library of my own creation that's ABI compatible but writes to the terminal instead of playing sound, in combination with the SDL_AUDIODRIVER environment variable to keep libSDL itself from trying to actually claim a soundcard when initialized. The source code is already on github. Warning, really awful beginner Rust code ahoy: https://github.com/ToxicFrog/doomrl-server/blob/master/ttysound/src/libttysound.rs Once it's actually usable -- and it's pretty close to "usable" at this point, although still a long way from what I'd consider "finished" -- I'll add a launcher script and support for it in doomrl-server (and make it available as an option on the test server). In the meantime, here's how to get it running:
Make sure that DoomRL has music disabled, sound enabled, and is set to use SDL rather than FMOD sound, or it will either have no effect or crash instantly. At the moment my biggest obstacle is figuring out when "something happens" so that I can intelligently fade the sound reports over time. At the moment I'm just creating a 33ms "flash" of the "you hear" line every time I add a sound and clearing the whole list if it goes >100ms without playing a sound (which is a pretty good indication that it's a new turn). But this means that if there's a lot of things happening in one turn, it flashes several times and the delay gets noticeable. I tried adding "hoof" and "act" sounds to the player, which would let me tell when the player is taking a turn, but apparently those are ignored in the config file. ToxicFrog fucked around with this message at 04:29 on Jun 2, 2015 |
# ? Jun 2, 2015 03:46 |
|
Does Realm of the Mad God count as a roguelike? Does that game have its own thread nowadays?
|
# ? Jun 2, 2015 04:35 |
|
Realm of the Mad God skates the line of what one would call a roguelike, so I am sure it is up for debate. It has permadeath though, and the world is somewhat randomly generated, so I'd consider it one.
|
# ? Jun 2, 2015 04:52 |
|
I LIKE COOKIE posted:Does Realm of the Mad God count as a roguelike? Does that game have its own thread nowadays? Is it still basically, "join a giant murdertrain, try not to die, collect loot," or did it get deeper? To clarify for anyone who hasn't played, it is an awesome game for what it is, which is a shmup roguelike. Except the levels aren't quite randomly generated, iirc.
|
# ? Jun 2, 2015 04:53 |
|
Unormal posted:I blame handofluke who is all like "Let's make it a little better than the current version first?" and novy who is all "You should 'market your products'." madjackmcmad's seems to be broken, it's 38 seconds of silence over a crappy american flag graphic.
|
# ? Jun 2, 2015 05:43 |
|
andrew smash posted:madjackmcmad's seems to be broken, it's 38 seconds of silence over a crappy american flag graphic. Nicely edited ones should be going up in a few days/weeks/months/years/epochs.
|
# ? Jun 2, 2015 06:00 |
|
Unormal posted:Nicely edited ones should be going up in a few days/weeks/months/years/epochs. cool, i was hoping to see all 3 of you guys' talks.
|
# ? Jun 2, 2015 06:01 |
|
andrew smash posted:madjackmcmad's seems to be broken, it's 38 seconds of silence over a crappy american flag graphic. That pretty much sums it up.
|
# ? Jun 2, 2015 06:36 |
|
Well, I picked up Sproggiwood last week and jumped right into the new Savage difficulty, and just beat the final boss the first time as a thief, with about 14 hours (minus some idling time) on the steam clock. I'm only guessing at what monsters act like on lower difficulties (less slime pools, no diagonal slime explosions?), but it definitely felt like most monsters required a unique strategy to deal with safely. Archer definitely had the most trouble with the grouped enemies if he couldn't get the drop on them and kill them before they got started. Black Jellies are just a huge pain for everyone no matter what, and I still don't quite understand how purple slime pools work, so I just try to avoid them whenever possible. I went into the final dungeon as a thief and lost the first time I reached the boss. I came back with level 3 fire traps and engulfed the room in a neverending inferno for an easy victory. The game's a lot of fun, and I'll definitely still play to beat some more dungeons with different classes.
|
# ? Jun 2, 2015 06:38 |
|
why on earth does sproggiwood have a metagame upgrade that reduces the cost of metagame upgrades. why do people do this e: it also seems really bad that spiders from urns trigger vampiric weapons e2: really liking the game otherwise!!! PleasingFungus fucked around with this message at 07:00 on Jun 2, 2015 |
# ? Jun 2, 2015 06:53 |
|
Closed caption support is now LIVE on the DoomRL test server It's still (a) pretty ugly and (b) not well tested, so it's off by default. To enable it: New users: type "config user", scroll down to the line DeafMode = false (it's with the BlindMode/ColourBlindMode settings), and change it to DeafMode = true Existing users: type "config user" and add the line DeafMode = true anywhere in the file. Once enabled, you should see a "You hear:" line at the bottom of the screen as soon as the game starts up. Bear in mind that this can crash your game, so don't enable it if you're planning to attempt anything that would make you really sad if a crash ate it. Known issues:
Hopefully I'll have a somewhat prettier interface and videos or gifs or something of it in action later in the week. ToxicFrog fucked around with this message at 15:00 on Jun 2, 2015 |
# ? Jun 2, 2015 14:30 |
|
Could someone effortpost on how to be awesomely sneaky in Sil? Or maybe just link some cool resources on the topic because playing a RL where you're trying to avoid the majority of encounters seems really compelling, but so far my attempts have all been pretty rubbish.
|
# ? Jun 3, 2015 02:18 |
|
Potsticker posted:Could someone effortpost on how to be awesomely sneaky in Sil? Or maybe just link some cool resources on the topic because playing a RL where you're trying to avoid the majority of encounters seems really compelling, but so far my attempts have all been pretty rubbish.
e: I guess what I mean to say is song got nerfed but since my stealth guys are song guys it's the same thing. uPen fucked around with this message at 02:52 on Jun 3, 2015 |
# ? Jun 3, 2015 02:46 |
|
So, after >300 hours of necrodancer logged in steam, I finally beat Aria Low%. What the hell am I going to do with my time now?
|
# ? Jun 3, 2015 02:52 |
|
Mr. Wednesday posted:So, after >300 hours of necrodancer logged in steam, I finally beat Aria Low%. What the hell am I going to do with my time now? Unlock Coda, then win as Coda
|
# ? Jun 3, 2015 02:55 |
|
uPen posted:Sil stuff Thanks!
|
# ? Jun 3, 2015 02:57 |
|
If people wanna keep talking about Sil and giving tips I am okay with that.
|
# ? Jun 3, 2015 19:05 |
|
I wish that doors were more mechanically interesting in Sil. They are the biggest obstacle I've found to sneaking and it's basically just a dice rol to see if you can continue playing or if you're forced to walk through a room full of monsters that kill you.
|
# ? Jun 3, 2015 19:24 |
|
Potsticker posted:I wish that doors were more mechanically interesting in Sil. They are the biggest obstacle I've found to sneaking and it's basically just a dice rol to see if you can continue playing or if you're forced to walk through a room full of monsters that kill you. What about them is difficult? Stuck doors are awful but their spawn rate got halved recently. They're also a lot worse early on (sub ~500') since the levels are so small you can be forced into kicking down a door rather than just going around. Song of freedom is also theoretically decent now that you can use it to close chasms, open doors, not get murdered by earthquakes and escape Morgoth the door-master. A good habit to get into its to close every door you encounter, you can follow monster patrol paths by watching what doors open off screen. Pladdicus posted:If people wanna keep talking about Sil and giving tips I am okay with that. Sil is the best roguelike.
|
# ? Jun 3, 2015 20:19 |
|
uPen posted:What about them is difficult? Stuck doors are awful but their spawn rate got halved recently. They're also a lot worse early on (sub ~500') since the levels are so small you can be forced into kicking down a door rather than just going around. If Sil had online play and tiles, I would probably lose my job.
|
# ? Jun 3, 2015 20:23 |
|
uPen posted:What about them is difficult? Stuck doors are awful but their spawn rate got halved recently. They're also a lot worse early on (sub ~500') since the levels are so small you can be forced into kicking down a door rather than just going around. Sounds like I need to get the recent build then. I haven't actually played since you gave that nice list of advice, but that was the one thing that was frustrating me most in an otherwise nicely designed game.
|
# ? Jun 3, 2015 20:35 |
|
poll: how roguelike is cargo commander?
|
# ? Jun 4, 2015 06:24 |
|
Man, that scalding steam in Qud that looks exactly like the harmless smoke from fire based attacks that instantly kills you if you are low level sure is rough. 2 steam deaths in a row on 2 very good starts.
|
# ? Jun 4, 2015 06:45 |
|
Tollymain posted:poll: how roguelike is cargo commander? Well, it has random levels, based on a seed, and you do only get one life per run. It doesn't have an end, though (from what I played). It's more of a score attack. I'd say no.
|
# ? Jun 4, 2015 06:49 |
|
deadly_pudding posted:Hi, Roguelike thread. If you can find it, I'd suggest Shiren the Wanderer for DS. EMD and PMD are both games where the Roguelike play is blended with mechanics from other franchises that aren't designed for Roguelikes, while Shiren is the "pure" form of the Mystery Dungeon engine. If it's genuinely between EMD and PMD, from what I've heard EMD will probably be more satisfying to a Roguelike vet than PMD - I played some of the PMD games and while they're not bad beginner Roguelikes they're still very much beginner Roguelikes.
|
# ? Jun 4, 2015 06:54 |
|
bisonbison posted:If Sil had online play and tiles, I would probably lose my job. simple tiles for sil along the lines of what caves of qud has going on would be really perfect also yeah, online play a la crawl would rock.
|
# ? Jun 4, 2015 06:54 |
|
Sergeant_Crunch posted:Man, that scalding steam in Qud that looks exactly like the harmless smoke from fire based attacks that instantly kills you if you are low level sure is rough. 2 steam deaths in a row on 2 very good starts. Looking at things is so important in Qud. I just lost two awesome lavatinkers to easily avoidable deaths because I'm not used to tiles and "man the L key is so far away." Totally swapping L and X before I play again, before I opt to just go back to ascii tiles in a fit of not having to re-learn things.
|
# ? Jun 4, 2015 06:59 |
|
Agent Kool-Aid posted:simple tiles for sil along the lines of what caves of qud has going on would be really perfect True story: the style I'm using for Qud is an evolution of this: ...which I made for Sil on a whim, despite its lack of tiles support.
|
# ? Jun 4, 2015 08:05 |
|
i love them
|
# ? Jun 4, 2015 08:11 |
|
megane posted:True story: the style I'm using for Qud is an evolution of this: These are really great.
|
# ? Jun 4, 2015 08:45 |
|
Hey ! I recently picked up all the extensions for Sword of the Stars, The Pit, and i must say it is now an incredible and really polished roguelike, with 9 classes and tons of stuff to do. Are there goon posts about it in this thread that you could recommend so that i improve my game ?
|
# ? Jun 4, 2015 09:18 |
|
There's a fair amount of bitching about its clunky crafting system I'm not sure if I've seen any actual strategic talk about it though.
|
# ? Jun 4, 2015 09:22 |
|
That's because the strategy for any difficulty higher than easy is "hope, wish, and pray that you find decent armor every 10-15 floors, at least two good weapons, and enough ammunition to actually use them" and it doesn't work out so great when the loot tables comprise a list of hundreds of items you don't want.
|
# ? Jun 4, 2015 13:49 |
|
Yeah, honestly I don't think I've ever played a game that did crafting well. They always require you to have a wiki open on the background and force you to go through hundreds of junk ingredients. Even DoomRL's crafting setup is stupid as poo poo even though it's very simple. JUST GIVE ME THE ITEM I WANT TO CRAFT!
|
# ? Jun 4, 2015 16:18 |
|
SnowblindFatal posted:Yeah, honestly I don't think I've ever played a game that did crafting well. They always require you to have a wiki open on the background and force you to go through hundreds of junk ingredients. Even DoomRL's crafting setup is stupid as poo poo even though it's very simple. JUST GIVE ME THE ITEM I WANT TO CRAFT! Teleglitch, for all its flaws, does crafting decently: it's just a "you have a limited amount of items in the game, they can be turned into a moderately wide variety of different items; crafting lets you select your loadout to some extent". It helps that the system is very limited and streamlined; there's not very many recipes, the character knows them all from the start (i.e. you don't have to try to combine every X with your new Y to see if it works), and crafting just consists of pulling up a menu, selecting the item you want to craft, and clicking.
|
# ? Jun 4, 2015 16:29 |
|
I looked up a strategy guide for The Pit, and the main advice was to take off the armour and weapon in the first floors, only putting it for tough encounters, on because otherwise you won't have any when you actually need them. Then I realised I don't care enough to actually do that and stopped playing the game.
|
# ? Jun 4, 2015 16:39 |
|
Burning Rain posted:I looked up a strategy guide for The Pit, and the main advice was to take off the armour and weapon in the first floors, only putting it for tough encounters, on because otherwise you won't have any when you actually need them. Then I realised I don't care enough to actually do that and stopped playing the game. Basically exactly how I felt. Except I kept playing out of the whole sunk cost obligation fallacy feelings. I did not have fun.
|
# ? Jun 4, 2015 16:46 |
|
|
# ? Apr 28, 2024 15:12 |
|
SnowblindFatal posted:Yeah, honestly I don't think I've ever played a game that did crafting well. They always require you to have a wiki open on the background and force you to go through hundreds of junk ingredients. Even DoomRL's crafting setup is stupid as poo poo even though it's very simple. JUST GIVE ME THE ITEM I WANT TO CRAFT! DoomRL has a hotkey that brings up a clear, easy-to-read list of every recipe you've discovered though. It's a little annoying before you've discovered everything, but once you've got the list mostly or completely filled out you basically don't need the wiki anymore since you can reference that stuff in-game.
|
# ? Jun 4, 2015 17:08 |