Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 46 47 [48] 49 50 ... 152

Author Topic: Prospector, a roguelike in development  (Read 284978 times)

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #705 on: October 13, 2009, 08:00:45 am »

*blushes*
Ok, found it, found it, and damn, i thought i had that fixed! looking into it.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #706 on: October 13, 2009, 09:07:16 am »

I really like  the new weapon buying system.

bugs for you:

-Not all planets display on the system display screen. You can still scan them though. I'm playing without the graphical tiles so this might just be a color issue.

-When calculating how much money came from pirate hunting your percentage calculation doesn't apear to be bounded (e.g. it can produce a result of 6666%). This appears to occur when you end the game having lost money, but still killed from pirate scum.

- opening your faceplate and offering use the same key. This is a problem when feeding creatures in toxic gas.

-I'm seeing Citizens on Non-unique planets with spoiler dialogue. So they be there?

-When you die in a gas cloud it doesn't register crew casualties on the score page.
« Last Edit: October 13, 2009, 10:46:56 am by BishopX »
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #707 on: October 13, 2009, 11:43:59 am »

Oh
and
Oh
and
Well, o is offer, O is open helmets... you can of course remap them by editing keybindings.txt if that is inconvenient to you.
and
Oh, someone forgot to give them their own lines and just copy pasted them from the other colonists. Bad programer, bad! But they do have a reason to be there. Looks like you just didn't stumble upon it.

and
Humm... should it? I guess it should. doesn't count space combat either btw. But i guess it should count.
Thanks for pointing these out bishopX!
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #708 on: October 13, 2009, 01:16:24 pm »

I get that o and O are supposed to be different, my point is they aren't. Pressing o both opens your helmet and offers. O doesn't seem to do anything. Also, helmet commands don't seem to be in the vikeybindings.txt, rebinding offer should fix it though.
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #709 on: October 13, 2009, 02:46:35 pm »

Eeeek... how did that happen?
You are right, they are on "o" and "o" in keybindings, which of course collides! Now how did i manage to do that? ???
... I knew i should not have put this out yesterday :)
Thanks again for pointing that out. An easy do it yourself fix fortunately.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #710 on: October 13, 2009, 03:09:45 pm »

Quote
W shows all items you have not equipped and their descr.
E does the same with equipped items.
it's actually reversed (W shows what you're Wearing, and E what's in your invEntory  ;)).
speaking of which, binoculars show up in the E list (stuff that's not equipped), does that mean they are not getting used?
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #711 on: October 13, 2009, 03:19:23 pm »

... and Q always claims that you have to find a robot factory, unless you actually have to find a robot factory

...
As i said: emberassing....

Stuff like binocs and lamps that get used by the whole team don't get put into the equipment list. so, yes they get used, just doesn't show up as associated with a particular crew member.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

niltrias

  • Bay Watcher
    • View Profile
    • http://www.gaijinninjas.com
Re: Prospector, a roguelike in developpement
« Reply #712 on: October 13, 2009, 07:30:59 pm »

Hmm.  So if binocs are used by the whole team, is there an advantage to having more than 1?  I thought that if my team of 5 had 1 pair, they would not see as well as if they had 5 pair.  If this is correct, why not just assign the Binocs out randomly? it would be less confusing. 
But thanks for the new version! Looks great...and a bit more difficult!
Logged
Gero! Gero! Bwahahahaha!

niltrias

  • Bay Watcher
    • View Profile
    • http://www.gaijinninjas.com
Re: Prospector, a roguelike in developpement
« Reply #713 on: October 13, 2009, 08:04:03 pm »

A couple very minor bugs:

-> On rogue planets, the sun still rises and sets. 

-> I found a unique planet as a rogue.  Bug or feature?

-> Both normal and layered p. Forcefields are "the Ultimate".  Maybe one should be penultimate?

-> I found two simple automated mining robots for sale, one at 600 and one at 1500.  maybe the one at 1500 is not so simple?

 
Logged
Gero! Gero! Bwahahahaha!

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #714 on: October 14, 2009, 06:32:43 am »

Quote
-> On rogue planets, the sun still rises and sets.

That explains so much. Obviously everything in this game is explained by a large sun following your ship.
Logged

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #715 on: October 14, 2009, 08:01:31 am »

Speaking of the sun, could you change the language on planets with 0 rotation? It's really annoying to get a message every time you take a step along the terminator line.

Space shark also got considerably more lethal ;)
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #716 on: October 14, 2009, 09:45:26 am »

I actually thought the same thing today: would be much smarter to just call the terminator zones "dusk" and "dawn" and remove that message.
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #717 on: October 14, 2009, 12:03:20 pm »

Alright so your red shirt casualty count is bugged. I just got my 6 man team ripped apart by giant robots and it said no casualties.
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #718 on: October 14, 2009, 01:43:30 pm »

Yeah.
When i rewrote that part i obviously forgot to put the counter back in. And i didn't notice that. Guess we are rapidly approaching a bug fix release.
Thanks for pointing those out Niltrias & BishopX
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in developpement
« Reply #719 on: October 15, 2009, 07:46:39 am »

How do you get out of quarantine, and does radiation sickness count as a disease?

Also, why won't they sell you disease kits in quarantine?

EDIT: Another bug: I just took over a battleship, while exploring it said that every weapons turret was empty, but when I moved over from my light scout, every weapons turret was a ships gun!
« Last Edit: October 15, 2009, 08:08:27 am by BishopX »
Logged
Pages: 1 ... 46 47 [48] 49 50 ... 152