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Author Topic: Prospector, a roguelike in development  (Read 284593 times)

Grey_313

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Re: Prospector, a roguelike in developpement
« Reply #255 on: May 15, 2009, 04:16:39 am »

How do you edit the prices of items and stuff? I've used both notepad and a .bas IDE(both did the same thing) and there was no in-game effect.
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chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #256 on: May 15, 2009, 07:31:08 am »

Did you compile the source code?
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #257 on: May 15, 2009, 09:39:09 am »

Yeah you'll need to recompile it once you've made your changes. To do so download freebasic,

 http://www.freebasic.net/index.php/download

put fbc.exe into the directory where the prospector source code is (prospector/src), or put fbc.exe in your path if you know how.

now open up a command prompt and from the ..\prospector\src\ directory type in "fbc prospector.bas" (without the quotes)

Should work. Your new prospector.exe will be in the src directory.
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Grey_313

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Re: Prospector, a roguelike in developpement
« Reply #258 on: May 15, 2009, 02:12:59 pm »

Aha, thank you very much! I am... very inexperienced with coding.

Edit: It did not work. Variable not declared in ProsIO.bas (something about autosaving), along with implicit variable allocation in it, also about autosaves, and then variable not declared/implicit variable allocation about minimum safe distance to pirate planets in ProsIO.bas. Apparently it's something wrong with lines 143 and 144, I'll post them here so you don't have to find them.

text=text &"/ Autosave on entering station:" & onoff(_autosave)
text=text &"/ Minimum safe distance to pirate planets:" & onoff(_minsafe)
« Last Edit: May 15, 2009, 03:02:46 pm by Grey_313 »
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #259 on: May 16, 2009, 01:31:59 am »

Open up types.bas and go to line 34, which is the line after:

dim shared as byte _startrandom=0

Now type in

dim shared as byte _autosave = 1
dim shared as byte _minsafe = 1

you could write those lines anywhere in the file i just suggest 34 for neatness. Now save it and recompile. Good chance it'll work this time.

If you're wondering why you open up types.bas when the problem seems to be in ProsIO it's that there's nothing wrong with those lines in ProsIO, but the developer forgot to declare the variables(get them ready to be used) beforehand.
« Last Edit: May 16, 2009, 01:41:47 am by codezero »
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Grey_313

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Re: Prospector, a roguelike in developpement
« Reply #260 on: May 16, 2009, 01:59:02 am »

Awesome, it worked perfectly, tyvm.
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Nirur Torir

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Re: Prospector, a roguelike in developpement
« Reply #261 on: May 29, 2009, 05:31:57 am »

I nearly beat it, but then I started exploring a dungeon at least 3 levels deep, and lost my last redshirt three squares from the final exit. Oops.

Anyway, I found a crash bug in 0.1.5f. I was scanning a planet from orbit, and it locked up and started monopolizing my processor before the point where it should have shown the scan results screen. Unfortunately that's all the info I have on it; the save file is gone and I wasn't save scumming.
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #262 on: May 29, 2009, 06:36:22 pm »

Any ETA on an update?  I`m looking forward to trying this one again.
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Gero! Gero! Bwahahahaha!

magellan

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Re: Prospector, a roguelike in developpement
« Reply #263 on: May 29, 2009, 06:38:30 pm »

Thanks for the report nirur torir. I have found that one, and it will be fixed in the next release.
I am hoping to get it out the door this weekend.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

magellan

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Re: Prospector, a roguelike in developpement
« Reply #264 on: May 31, 2009, 07:15:35 am »

By george, i think i've got it.

Lookie here
http://code.google.com/p/rlprospector/downloads/list
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

niltrias

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Re: Prospector, a roguelike in developpement
« Reply #265 on: May 31, 2009, 07:16:33 am »

Trying it out now
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niltrias

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Re: Prospector, a roguelike in developpement
« Reply #266 on: May 31, 2009, 07:18:54 am »

Im already loving the new ship weapons selections! sweet!
Edit
And you added close combat weapons!  I dont think I will be studying for a while..
« Last Edit: May 31, 2009, 07:20:37 am by niltrias »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #267 on: May 31, 2009, 07:29:21 am »

Meh, its almost summer anyway ;)

Gotta say though: your suggestions concerning the weapons were very sound! thanks for those!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

niltrias

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Re: Prospector, a roguelike in developpement
« Reply #268 on: May 31, 2009, 07:36:06 am »

Glad I could be of some help!
I can already tell (one death into the game) that you have added a LOT of depth.  Rogue planets, the new away team, that thing that just literally ATE my ship....
I dont want to give away too much, but I take my hat off to you, sir.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #269 on: May 31, 2009, 07:45:50 am »

;) It told me it was "crunchy with a spicy reactor"
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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