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Author Topic: The birth(and eventual death) of a roguelike  (Read 5428 times)

Zai

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Re: The birth(and eventual death) of a roguelike
« Reply #15 on: January 28, 2009, 09:49:24 pm »

KEEP ON TRUCKIN'
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qwertyuiopas

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Re: The birth(and eventual death) of a roguelike
« Reply #16 on: January 29, 2009, 03:09:32 pm »

Loading, saving, a generic function to redraw the whole map, and collision..

But not normal "this is a wall" collision...

All collision works by binary ANDing a byte called solid, allowing for objects that block everything except, for example, metal.

Should become much more versatile.
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Fenrir

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Re: The birth(and eventual death) of a roguelike
« Reply #17 on: January 29, 2009, 03:15:20 pm »

This is progressing quickly. You clearly have much more focus and skill than I ever will.
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Glacies

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Re: The birth(and eventual death) of a roguelike
« Reply #18 on: January 29, 2009, 06:00:46 pm »

Can we get more screenies? I know they probably won't be all that interesting, but still...

qwertyuiopas

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Re: The birth(and eventual death) of a roguelike
« Reply #19 on: January 29, 2009, 06:51:46 pm »





Bonus: Source code!!


Edit: description: With the W key, you can turn the tile you are standing on into a wall.
S saves all of the current walls, L loads all of them.

They save to save.txt.

That construction comes in the zip.

You will have to edit the .bat file to the correct installation path of MinGW if you have it, or simply load the source file into your favourite editor and compile.
« Last Edit: January 29, 2009, 06:54:01 pm by qwertyuiopas »
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Fenrir

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Re: The birth(and eventual death) of a roguelike
« Reply #20 on: January 29, 2009, 06:55:46 pm »

Most excellent! Continue!
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penguinofhonor

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Re: The birth(and eventual death) of a roguelike
« Reply #21 on: January 29, 2009, 08:09:12 pm »

You've gotten farther than me. I looked at the various programming languages, decided that learning them would be hard, and gave up.
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qwertyuiopas

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Re: The birth(and eventual death) of a roguelike
« Reply #22 on: January 29, 2009, 09:16:39 pm »

Well, I took out old code for being movement(the part that updates the screen arrays) and replaced it with a generic redrawtile function, and added a function for creating a generic creature.

Nothing broke, and everything became easier(don't have to edit it to support items, since the code it uses does automatically)
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SolarShado

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Re: The birth(and eventual death) of a roguelike
« Reply #23 on: January 29, 2009, 11:52:51 pm »

You've gotten farther than me. I looked at the various programming languages, decided that learning them would be hard, and gave up.
Not to troll, but:
DUH!

Seriously, if you want to learn something as complicated as a programming language, it's going to take effort. Although I can say that the first is the hardest: I've done a good bit of Java and some perl. Still can't wrap my brain around C tho...
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inaluct

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Re: The birth(and eventual death) of a roguelike
« Reply #24 on: January 30, 2009, 12:00:09 am »

You've gotten farther than me. I looked at the various programming languages, decided that learning them would be hard, and gave up.
Not to troll, but:
DUH!

Seriously, if you want to learn something as complicated as a programming language, it's going to take effort. Although I can say that the first is the hardest: I've done a good bit of Java and some perl. Still can't wrap my brain around C tho...
He was being sarcastic. Or maybe facetious. One of those two.
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penguinofhonor

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Re: The birth(and eventual death) of a roguelike
« Reply #25 on: January 30, 2009, 12:12:35 am »

I was being serious, kinda.

I knew it would be hard in the first place, but I still went through with it for about ten minutes. Then came learning the language and I was just like "Meh, it's not worth it."
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inaluct

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Re: The birth(and eventual death) of a roguelike
« Reply #26 on: January 30, 2009, 12:15:01 am »

Well, the "You've gotten father than me" part was purposefully obvious, right?
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deadlycairn

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Re: The birth(and eventual death) of a roguelike
« Reply #27 on: January 30, 2009, 12:18:19 am »

I know that feeling. Believe me, it's much better once you've actually accomplished something. Head on to the development megathread and read the Terror in ASCII dungeon tutorial, and just keep experimenting from there. You don't even need to learn the language at first - I'm not, just using what I got out of what the Dungeon tutorial to make a semi-working roguelike.
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Dasleah

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Re: The birth(and eventual death) of a roguelike
« Reply #28 on: January 30, 2009, 01:29:18 am »

I know that feeling. Believe me, it's much better once you've actually accomplished something. Head on to the development megathread and read the Terror in ASCII dungeon tutorial, and just keep experimenting from there. You don't even need to learn the language at first - I'm not, just using what I got out of what the Dungeon tutorial to make a semi-working roguelike.

This.

Remember, when you start coding, no-one's expecting you to do anything useful from the get go. I'm currently up to something like 350ish lines of code in my roguelike, any you know what? It's mostly garbage, took days and days, and I had to start over huge sections and spend hours on the internet researching and looking for help. It's not easy, and it never will be. But after days and weeks of frustration, when that window first pops up, or you first realise you can code huge swathes from scratch without thinking - that's when it's all worth it.

And that's also when you decide to start all over again.

Learning a language is hard. It will take weeks to learn even the basics, and those will be some of the most frustrating days of your life. And it will take you years to 'master' a language, and that's if you ignore the inevitable language revisions that occur in that time frame. But just remember - if you just learn one thing new every week, even if that thing is trivial and insignificant, you're on the right track. Just keep at it.
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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

qwertyuiopas

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Re: The birth(and eventual death) of a roguelike
« Reply #29 on: January 30, 2009, 09:54:01 am »

Actually, I already had the code for opening the window, setting up openGL, and drawing what needs to be drawn from earlier work.

Feel free to take mine and use it, but know that there probably is a better way.
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