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Author Topic: The Roguelike Development Megathread  (Read 247248 times)

Davichococat

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Re: The Roguelike Development Megathread
« Reply #690 on: February 18, 2012, 09:28:52 am »

There is barely any tutorial to C++. I have been trying the language for some days and I like it, but really, you can't find a single tutorial? I've never expected that off the internet.

I hardly do anything without a tutorial  ::)

All the links for C++ (and lotsa other languages) are broken here.

www.learncpp.com

Not roguelike oriented, but teaches the language really well, so you can apply the roguelike concepts from tutorials in other languages like this one:

http://roguebasin.roguelikedevelopment.org/index.php/Complete_Roguelike_Tutorial,_using_python%2Blibtcod

it's how I learned C++

I already knew that site and am on 9.2 function overloading.

I have a nice knowledge of C++ already. Still a newbie though...

@dephbokks

Yeah, I think I've found yours library someday on google, but I thought it was another outdated page from 2007. Lol.

I will sure check!
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Doohl

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Re: The Roguelike Development Megathread
« Reply #691 on: February 18, 2012, 04:41:50 pm »

Well, I've been working on this roguelike on and off since the beginning of this year. I've made progress, but I kind of lost the drive to work on it. I still work on it but I find myself going weeks without adding anything to the code.



Uses C++ and Libtcod, so if anyone needs any tips on Roguelike development with C++ feel free to ask!

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DrKillPatient

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Re: The Roguelike Development Megathread
« Reply #692 on: February 20, 2012, 07:46:57 pm »

Does anyone here know how to get libtcod (C++ and python versions) working on Mac OS X Snow Leopard? I heard that it can be compiled, but I can't find any helpful specifics.
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Lord Dullard

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Re: The Roguelike Development Megathread
« Reply #693 on: March 07, 2012, 06:56:38 am »

Try asking on the Doryen boards. jice and Jotaf will likely be able to help you, they're both really great about lending a hand or offering tips/suggestions.
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Sentai

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Re: The Roguelike Development Megathread
« Reply #694 on: March 18, 2012, 09:24:47 pm »

I've been a game creator enthusiast for some time now. Experimented and tried learning Flash at the same time to make a game for Kongregate.com, experimented with RPGMakerVX and got a game working, running, and got fairly far in to the creation process to only be stopped by Program Limitations due to file size and how it handled it.

I've been wanting to learn a language for a very long time now because I can't rely on a Game Maker, even though its quite easy, and a lot of fun actually, but I need to just stop putting it off and apply what I know to learning more. I love Roguelikes very much so, they fill a void for Hardcore RPG's that a lot of time Devloper's don't want to make. I don't mean RPG's like Mass Effect or Final Fantasy, though I love those and had strived to make a FF style game with RPGMakerVX, RL's fill that void. I got games like Dungeons of Dredmor and NeverWinter Nights... but again, doesn't QUITE fill that void, though they are very satisfying. Roguelikes fill that hardcore, RPG, D&D, tabletop type feeling. Granted, not all Roguelikes give me that satisfaction, but the History behind RL's derive in some part to D&D and Tabletop.

Thanks to this thread, I found a bit more hope in starting to develop my own Roguelikes. I do plan to try and bring RL's to the masses though, not just around PC crowds and die hard RL fans. Thank's for this thread, I plan to spend many late nights and drink lots of caffeine in the coming day's.

-Brad
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Sowelu

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Re: The Roguelike Development Megathread
« Reply #695 on: April 12, 2012, 07:27:49 pm »

Hey guys.  Can someone please remind me that the great is the enemy of the good, and that it's better to release a bad game than it is to never start an amazing one?  I've been plotting my big amazing roguelike (the one where you play multiple adventures in serial, as avatars of the God of Heroes, in procedurally-generated worlds with incredibly-detailed procedurally-generated storylines, and interact with other deities in between adventures) for over five years now, and I have yet to write a single line of code that's worth keeping.

I keep tripping over the procedural generation part of it.  The ideas are solidifying better and better as time goes on, yet the code just never gets very far.  I've planned it out well enough that I swear I can remember actually playing it, but code for the roguelike part has never even been /started/.

I need to get off my ass and code the roguelike part of it, and throw the worldbuilder to the wind for now.  It's an incredibly ambitious project, I know you all would love it, but so far I've made negative progress on the whole project.
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Soadreqm

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Re: The Roguelike Development Megathread
« Reply #696 on: April 13, 2012, 05:52:20 am »

By "planned it out" do you mean that you have planned how the game should be, or planned how you are to go about making it? Because an actually GOOD plan would have you starting with a guy in a maze hitting goblins with his bare hands, and then slowly adding things until you have a vast fantasy world simulator, releasing new versions all the while. :)
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Singularity125

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Re: The Roguelike Development Megathread
« Reply #697 on: May 22, 2012, 04:44:10 pm »

I hope you don't mind me bumping this thread back up to ask a relevant question. :)

See, I've decided that I'd like to toy with coding a roguelike in C#. I like the ease of Python, but I worry about performance... and I am much more familiar with C#. I've used some C++ before, but it is nigh indecipherable if you haven't touched it in a while. And here lies my problem: There are really no frameworks or even usable resources for C# roguelikes.

I cannot get libtcod-net to compile, despite my best efforts. Sharplike (recommended by roguebasin) doesn't seem to exist anymore. And as XNA and DirectX don't really work well cross-platform, I don't even have a good rendering engine to use. It looks like the SDL bindings for C# are kind of abandoned, and my only real experiences with plain OpenGL tell me it's annoying to work with, and overkill for a 2D endeavor.

I might have to drop back to python or C++... a real shame because C# is actually my favorite language (python would win if it had comparable performance).  :-\
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Whitefoxsniper

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Re: The Roguelike Development Megathread
« Reply #698 on: May 22, 2012, 05:26:23 pm »

As far as I know, C# is relies on the .net framework, which despite attempts to run on other platforms remains locked to windows and xbox if you use XNA. If you want to use C# i don't see why you wouldn't use directX or XNA.
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Singularity125

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Re: The Roguelike Development Megathread
« Reply #699 on: May 22, 2012, 05:44:50 pm »

*shrug* I've used XNA before... it's fairly nice, but you run into brick walls if you want to do anything sophisticated (like import models that aren't .x format)...  It seems to cater to the Xbox Live Arcade right now, and while I wouldn't mind seeing it grow, it doesn't have enough library support.

It's been ages since I looked at coding in DirectX itself, but last I checked it looked like a nightmare to code in. I might give it another try sometime. But, I think Mono works okay for plain C#, and I found OpenTK which claims to be cross-platform and easier to work with than plain OpenGL. So I'm giving it a try.
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Doohl

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Re: The Roguelike Development Megathread
« Reply #700 on: May 22, 2012, 07:20:03 pm »

Let's breathe some life into this thread.

Spoiler (click to show/hide)

Screenshot of my progress so far.
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Symbiode

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Re: The Roguelike Development Megathread
« Reply #701 on: May 22, 2012, 08:20:09 pm »

Singularity, I ran into the exact same issue getting libtcod working with C#. I finally was able to get it running, if you would like some help getting it set up toss me a PM. I'll do my best to get it up and running for you, or worst case send you my project file where I already have it set up.
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genmac

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Re: The Roguelike Development Megathread
« Reply #702 on: May 23, 2012, 12:06:10 am »

Dwarf Fortress blew my mind when it came out, and I've been a fan over the years of several other procedurally generated games and roguelikes.  I implemented mine in MOO, because of the easy updating and built in multiplayer.  I've just about reached the point where I'm doing cool things as opposed to tearing my hair out.  The game is called Wayfar 1444, and here's a few snaps from some of the recent updates:

Spoiler (click to show/hide)

HellMOO, Star Wars Galaxies, conquestmud, have all inspired me heavily as well - I actually only started coding because I couldn't find a space MUD I wanted to play.  From looking at other procredurally generated codebases I came to the conclusion that procedural games require a) large sets of data b) custom behavior scripting or coding for creatures and items.  My original plan was to start by generating galaxies - but the progress has come from doing it the other way around, starting with the basics, iterating, extending.  If things go well I'm hoping to have the content fleshed out and polished and some semblance of balance addressed by the end of the summer, and have a fully graphical/mouse driven client maybe six months to a year after that.  I am in software professionally, but not a programmer - I'd surely have burnt out or gone soul dead by now.

Hey guys.  Can someone please remind me that the great is the enemy of the good, and that it's better to release a bad game than it is to never start an amazing one?

Right here buddy!  Especially for ambitious hobby projects, it's vital to keep engaged and make tangible progress.  I have a personal rule where I do something on my project everyday, even if it's just setting one variable or chatting one line to the server.  I'm not in the same league as Toady, or even really a very good programmer, but is the third game I've written and gotten out to the public in some way, so it's a good reminder to take the steps towards making something other people can look at.
« Last Edit: May 23, 2012, 12:17:08 am by genmac »
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Singularity125

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Re: The Roguelike Development Megathread
« Reply #703 on: May 23, 2012, 11:27:34 am »

My god, genmac, that game looks SEXY. It's been years and years since I last touched a MUD/MOO, but you might be the one to bring me back. Fantastic work. :D

And symbiode, I could use the help... though, thinking on it more, what I really want is a full framework in C#, so that I can tinker with it as needed. Nothing wrong with a C# wrapper around C++ code, but it kind of closes it off to tinkering and experimentation. I'll push forward a little more on the C#/OpenTK front before I give up. At least when I'm not supposed to be sending out resumes, looking for work. XD
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genmac

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Re: The Roguelike Development Megathread
« Reply #704 on: June 27, 2012, 03:51:27 pm »

Bumping for great justice and some nice looking maps 8) I've finally got around to doing a spawn on demand system that only creates room objects when necessary - 10,000 room planets are now much easier on the server.

Spoiler (click to show/hide)
« Last Edit: June 27, 2012, 05:24:15 pm by genmac »
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