|
Cerepol posted:uh... This scares me. Does he at least use some sort of manual backups? He apparently makes a copy every night. I tried to sell him on git, but no bites. ![]()
|
![]() |
|
![]()
|
# ¿ Dec 5, 2023 12:55 |
|
ToxicFrog posted:
Hey, whatever floats your boat. ![]() URR is really cool, so I figure whatever crazy thing that's working for him can just go on working.
|
![]() |
|
I wonder if I need to tone down the good engineering practices to be a TrueRoguelikeDeveloper.
|
![]() |
|
Mark's talk at IRDC about dialect generation was great, by the way: https://www.reddit.com/r/roguelikes/comments/4wwlx2/are_any_of_the_talks_from_the_recent_irdc_getting/
|
![]() |
|
PleasingFungus posted:caves of qud has a tablet UI at least partially implemented, but i'm not clear on whether it's for android or ios Caves of Qud is targeting iOS phones and tablets. Sproggiwood is on iOS & Android, it's at least amongst my favorite but I'm probably partial since I made it. ![]()
|
![]() |
|
I just bought Talisman to play with my little family. I haven't played since like 1994 with a bunch of old BBSr's in some park in Florida. I remember it being fun, soon I will indoctrinate the young ones! :joinus: Really need to get them going on a D&D campaign too, before they're too cool and teenagery to hang out with dad.
|
![]() |
|
Zaodai posted:If you're worried about that, get them to play Shadowrun instead. You're never too cool fight The Man and his giant magical hellbeasts. Yeah the hope is the basic teenage need to get someone to DM a game can override how uncool hanging out with dad is.
|
![]() |
|
Here at Freehold Games we love our players and wish them the best in their future endeavors.![]()
|
![]() |
|
TooMuchAbstraction posted:Have you ever thought of combining the lampreys with the black slimes? Gotta save something for late-game Qud enemies.
|
![]() |
|
I love fishmech and when I lay quiet in my dwindling moments of life I will think fondly back on my days on The Something Awful Forums reading threads of people debating with fishmech about everything forever.
|
![]() |
|
Roguelike celebration was right off the charts good. Every talk I saw was a slam dunk, every dev was a dapper, charming gentleperson and every fan had only the most attire appropriate fedora. Make it next time if you didn't this time.
|
![]() |
|
A band of rogues from the Roguelike Celebration. Yanked from Kyzrati's blog: http://www.gridsagegames.com/blog/2016/09/roguelike-celebration-2016-experience/ ![]() e: I don't know everyone's name, but here's off the top of my head: Row 1 Tyriq Plummer (Catacomb Kids) Thomas Biskup (ADOM) Glenn R Wichman (Rogue) Jim Shepard (Dungeomans) [madjackmcmad] ??? Drew Streib (nethack.alt.org) Gabriel Santos (Stone Story) Alexei Pepers (Accessibility in Nethack researcH) Tarn Adams (Dwarf Fortress) Zach Adams (Dwarf Fortress) Brian Bucklew (Caves of Qud/Sproggiwood) [me] John Harris (@Play) Row 2 Brian Walker (Brogue) Erik Osheim (Angband) Ken Arnold (Rogue) Britta Gustafson (Organizer and one of the lightning talks) Jason Grinblat (Caves of Qud/Sproggiwood) [handofluke] Nicholas Feinberg (DCSS) [PleasingFungus] Noah Swartz (Celebration Organizer) Josh Ge (Cogmind) [kyzrati] Unormal fucked around with this message at 00:47 on Sep 21, 2016 |
![]() |
|
PleasingFungus posted:The woman in the front row was another of the organizers, Britta Gustafson, I think. She had a good lightning talk talking about her first encounter with the command line/vim: "oh, this is easy, it's just like Nethack!" Ah yeah! Knew she was an organizer but couldn't remember the name,.
|
![]() |
|
Last day to grab Sproggiwood at $1.99 on mobile. https://itunes.apple.com/us/app/sproggiwood/id625411864 https://play.google.com/store/apps/details?id=com.freeholdgames.sproggiwood
|
![]() |
|
TooMuchAbstraction posted:Aw dang, I didn't realize it was on sale! But it's back up to $5 on the iOS store. Guess I'll hold off for a bit on getting a second copy. It'll probably get bought next time I go on vacation and need a distraction. Oh I must have set it a day early, I'll bump it back, should propagate shortly.
|
![]() |
|
TooMuchAbstraction posted:Awesome, thanks! Got a copy; guess it's time for a replay. Savage no buying anything from the shop, I hope.
|
![]() |
|
Captain Foo posted:Ok I bought it ![]() ![]() ![]()
|
![]() |
|
TooMuchAbstraction posted:Does Transcendence count as a roguelike? Transcendence is awesome and I met the dev at the celebration and he was a great. A+ space stat control roguelike
|
![]() |
|
I blame hand of luke.
|
![]() |
|
TooMuchAbstraction posted:Opened the game, selected Ghostfen, selected archer, level loaded, Yeah, while I would like to take credit for such horrors he and Maelephant did most of the Sproggiwood Savage tuning.
|
![]() |
|
DACK FAYDEN posted:Thread consensus on Dungeon of the Endless? I guess it's randomly three bucks on Steam and I get wishlist emails when things dip to all-time low prices. So I liked the look of it enough to put it on my wishlist but I have no idea if that was motivated by good feedback or just a whim. It's super fun.
|
![]() |
|
Scaramouche posted:I read your book! I... didn't write a book... I mean I don't remember writing a book... ![]() ... unless you mean that one chapter.
|
![]() |
|
Reading the last 30 or so posts made me feel suddenly afraid I was having a stroke and had developed aphasia.
|
![]() |
|
TooMuchAbstraction posted:Sproggiwood bug (?): The Warrior's Shield Wall ability says "Ignore all damage for 3 turns". However, you sometimes take damage at the end of the turn in which it still has 1 turn remaining. I notice this particularly with the exploding red slimes; I'll take damage from their explosion despite still nominally having invulnerability. Annoyingly, it doesn't seem to be consistent. Yeah red slimes are a little bugged, if I ever crack it back open I'm gonna fix it. At this point I'm like a whole major version of Unity+ away from where it was released, so it's hard to just do a quick slap-n-fix without really giving it a least a little play-testing first, and once I have it cracked open I'd want to add cloud save support 'n stuff, so it becomes a whole ordeal.
|
![]() |
|
There's a really active and good one for /r/roguelikes https://discord.gg/9pmFGKx
|
![]() |
|
Ratpick posted:I was reading this thread a lot yesterday and inspired by it I decided to get Caves of Qud and Dungeonmans. Both are really good, but I'm also still very bad at them. Someone just posted a pretty nice Qud Freshman Orientation guide: http://nightowl.pinback.space/qudguide.html
|
![]() |
|
madjackmcmad posted:Dredmor ![]()
|
![]() |
|
Meyers-Briggs Testicle posted:are there any good caves of qud LP's? Theres a few good steam guides as well as: http://nightowl.pinback.space/qudguide.html ...a good intro stream: https://youtu.be/M7-hxJJSszs plumphelmetpunk and jef's older Qud streams are still probably my favorite narrative style streams.
|
![]() |
|
Synthbuttrange posted:Hey is the text version of Qud on the freehold site up to date, or is it behind? (asking for qud at work purposes) no though the steam version is drm free so you can workqud with the steam version
|
![]() |
|
madjackmcmad posted:Someone just handed me keys for Womb Room, and claimed it was a roguelike. Everyone who doesn't donate gets Womb Room forcibly added to their Steam Library.
|
![]() |
|
In addition to an Oryx kit, I'll be pledging some time for coding and roguelike game software design mentorship via Discord to everyone who enters and pledges to give it a shot.
|
![]() |
|
StrixNebulosa posted:That is an incredibly cool idea. I'd start by hitting up one of the tutorials on the sidebar here: https://www.reddit.com/r/roguelikedev/
|
![]() |
|
Clever Spambot posted:Ah man, I will probably write mine up sometime tomorrow since I'm about to go to sleep. Its actually an adaptation of a tabletop rpg (also for an SA contest IIRC) that I worked on for years before deciding it was to "video-gamey" in a way i didn't like roleplaying games to be. Been coming up with ideas to turn it into a roguelike for a few weeks and this might be enough to kick me into action. Ya, I'm helping everyone who wants to make roguelike.
|
![]() |
|
https://twitter.com/unormal/status/805987523596091392
|
![]() |
|
doctorfrog posted:Is this sort of saying, "Hey, I want a texture, feature, or map that looks sorta like this," and then it (potentially) just does it? Because that's perty neat. Yeah, the input to this is literally like a 3 line script to my little waveform collapse based multipass maker thing and two input textures: ![]() ![]() Then I take the output and skin it with game objects/etc; but most of the lifting is just done with that tiny script and two images. I still have to do some additional passes to get it connected with doors and do population, this is just the raw skinned geometry pass.
|
![]() |
|
Prism posted:That's really cool! What is the first texture used for, by the way? The bottom looks like the walls. The top is all the buildings, red is used to essentially hint to the observer that it's "inside", so the buildings don't resolve inside-out half the time. The bottom is the water and tree placement. Essentially I do a pass of the buildings, then clear the white pixels to unobserved, then swap the observation sample out with the gardens/water and re-observe. The system's goal is to allow highly dynamic template swap out, and generate zones from combinations of 2 or 3 templates so adding a new template grows the possible output space exponentially. It's working so far. Here's a few variations of output gained by just swapping out one or two of the input templates. https://twitter.com/unormal/status/805950288129654789 https://twitter.com/unormal/status/805951707247214596 https://twitter.com/unormal/status/805954507704270848 https://twitter.com/ptychomancer/status/805964921443782656 https://twitter.com/unormal/status/804959272366997504 https://twitter.com/unormal/status/804958384466358272 The main downside is it's a little clunky, map generation takes about 5 seconds on my fairly beefy i7 box for a 2-template map and uses a couple dozen MB of ram. I'm guessing Caves of Qud players will put up with the ocassional 5-second load time for a huge amount of new sweet-rear end map variety, though.
|
![]() |
|
quote:spider wisdom & Angryhead | Escape from Aeon ( Let me know via e-mail to unormal@gmail.com what sprite pack you'd like (or other dev tool of similar value)! All the entries were awesome and I generally agree with madjackmcmad's feedback, I'll see if I can get a similar effortpost up just detailing my general feelings about each entry by this weekend. Everyone's ideas are awesome, and if you have the gumption to put pitches like this together you can do the actual game-making part for sure, just a matter of spending the time. Feel free to let me know on the reddit roguelike discord or PM or e-mail if you want coding help, I'll be happy to pitch in some advice! Thanks to madjackmcmad for doing all the work! If you haven't yet, you can check out my IRDC bricks-and-mortar presentations on entity-component systems and AI here: https://www.youtube.com/watch?v=U03XXzcThGU https://www.youtube.com/watch?v=4uxN5GqXcaA
|
![]() |
|
I wish I had a lot of extra time, I really should put together a unity3D console-emulating roguelike shell/framework. I have all the parts in Caves of Qud. strokes beard
|
![]() |
|
Oh hey, look at this: https://www.reddit.com/r/roguelikedev/comments/5gtbzd/release_phios_a_terribly_engineered_ascii/
|
![]() |
|
![]()
|
# ¿ Dec 5, 2023 12:55 |
|
StoryTime posted:I received the sprite sheets, and after jumping through a couple of hoops, Unity is using them in a more or less reasonable manner: To be honest you're prematurely optimizing. You'd find a gameobject per sprite is actually just fine in most cases. You are almost certainly going to get worse performance rendering your own texture. Nice work, though! You might want to use a big single mesh for the floor and wall layers, but otherwise go nuts with GameObjects. Unormal fucked around with this message at 19:02 on Dec 10, 2016 |
![]() |