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Author Topic: Prospector, a roguelike in development  (Read 285152 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #855 on: October 30, 2009, 05:53:04 pm »

The gold thing has to be a coincidence. (If it wasn't, after spending 3 hours today finding out why my dead awayteams suddenly no longer align with their loot, I would throw my computer out of the window, scream, yell, and never again write a single line of code in my life :) )

He being me?
As i said: since i rewrote it. No one has played it (besides maybe ampersand if he already checked his email) besides me since i rewrote it :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

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Re: Prospector, a roguelike in development
« Reply #856 on: October 30, 2009, 06:23:38 pm »

You made a new version? I think its more like noone will redownload it. Everyone on DF forums are used to ridiculously long delays.

what did you mean by away teams aligning with the loot?
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magellan

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Re: Prospector, a roguelike in development
« Reply #857 on: October 30, 2009, 06:31:22 pm »

It's not yet ready for public consumption.
That's why i asked for volunteers. :)

Suddenly, for no (at first) apparent reason the dead awayteams where lying in one square, and their stuff somewhere entirely different... bughunting can be great fun :)
« Last Edit: October 30, 2009, 06:33:45 pm by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

puke

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Re: Prospector, a roguelike in development
« Reply #858 on: October 30, 2009, 07:39:06 pm »

does this game have its own forum and/or wiki or anything?  there are about a million questions i am looking for answers to, and i cant find anywhere better to ask then in this thread:

i've found refueling platforms in almost every game, but am having trouble figuring out what to do there (besides refuel from the O's).  Ive tried:

Spoiler (click to show/hide)

are those buildings just inaccessable?  do i need to find something somewhere else in the game to get through?  do i need to level my science officer more?

also, whats up with the ASCS?  it's not hard to find them floating in space waiting to be boarded (find them in almost every game) but can you activate them and board them?  They have their own entery in the ships.csv, including text that suggests they can be taken over.  but so far the only thing i've been able to do is:

Spoiler (click to show/hide)

also, is there any way to sell stuff you dont need anymore?  i often find myself with piles of obsolete weapons and equipment, that my away team carries but does not eqiup.

last thing i can think of at the moment, i've had problems with away tems not equipping jetpacks, even when i have enough for everyone.  this does not happen all the time, but when it does happen in a game, it seems to be consistant.  similarly, i dont notice any particular benefit from headlamps.  are they not being used?
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Ampersand

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Re: Prospector, a roguelike in development
« Reply #859 on: October 30, 2009, 07:40:15 pm »

It appears that the zip that you sent to me isn't quite everything needed for the game to function. Replacing the files in the 1.8a release with the 1.8b release gives me the following error;

error #2 in  404 ADDMEMBER C:/Prospector/src/ProsIO.bas

So, I'm going to need a full zip.
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Little

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Re: Prospector, a roguelike in development
« Reply #860 on: October 31, 2009, 12:54:51 am »

While playing 1.8a, I found a bug. The sound a laser makes in space combat loops till you shut down the program.

Also, is it possible to board ship?
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Ampersand

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Re: Prospector, a roguelike in development
« Reply #861 on: October 31, 2009, 12:57:09 am »

Actually, it loops until you trigger another, non looping sound effect, in my experience. The looping sound effects seem to be anything that occurs in the midst of space combat.
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thobal

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Re: Prospector, a roguelike in development
« Reply #862 on: October 31, 2009, 04:22:53 am »

I've found it can be stopped by launching and landing repeatedly and quickly until it totally drowns out the combat sounds, but that wastes a bit of fuel and takes a fast hand.
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magellan

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Re: Prospector, a roguelike in development
« Reply #863 on: October 31, 2009, 06:12:11 am »

Hey puke!
Right now, you have come to the right place. This propably is the best place to ask questions.
Of course 60+ pages of thread aren't exactly convenient.

A own forum for prospector ... of course the main problem is my ability to spend exactly 0€ for something like that. And the main question would be how active such a forum would be. ... anybody knows of decent free forum hosting sites?

When i started working on this i made this : http://prospectorroguelike.blogspot.com/ and never bothered to post anything there (until now) Would that help/be more convenient?

Anyway:
the doors: there is actually a bug. you need to save and load the game again for them to really be open after you get the "your sciene officer opens the doors" message. If you don't get that message: 4 & 5s (and 6s) are more in the area of opening ancient alien doors.

The ASCS: you need to find one that has been stored a little more shielded than drifting through space for thousands of years :)

Looping sounds: put weap_3 (or was it 4 or 5?).wav and wormhole.wav into a sound editor and cut off the end, and they won't loop anymore.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

getter77

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Re: Prospector, a roguelike in development
« Reply #864 on: October 31, 2009, 08:27:50 am »

Well magellan, you could always make an all purpose topic with an updated FAQ OP of sorts over on Roguetemple among all the others.  Perhaps hang here for the "live" portion then summarise and centralize Q+A material after a bit on Roguetemple.

We do welcome everybody in regards to the entire lot of it afterall---also there are some general plans to expand the utility value and activities as a whole...
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Micro102

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Re: Prospector, a roguelike in development
« Reply #865 on: October 31, 2009, 08:09:49 pm »

Ok, just started as a pirate, and am confused. I started out on a planet, looked around and found a pirate base. But when i landed there were ships that i could not get past on one side of me, and a field of acid on the other....Am i suppose to refuel here or something?
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Micro102

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Re: Prospector, a roguelike in development
« Reply #866 on: October 31, 2009, 08:26:11 pm »

Okaaaaaaaaaaaaaaaaaaaaaaaaaay.

was the planet with highly hallucinogenic plant life not suppose to be a unique planet? Because it said i didint find any.


EDIT: PLZ TELL ME HOW TO SAVE! I found thousands of dollars of materials on 2 rouge planets and a very nice ship with very nice armor and weapons but i know i gonna lose it in some freak accident. Tell me how to save scum like in DF. Is it exactly the same way?
« Last Edit: October 31, 2009, 08:45:41 pm by Micro102 »
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Sowelu

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Re: Prospector, a roguelike in development
« Reply #867 on: October 31, 2009, 08:56:54 pm »

Magellan:  It makes me very happy that you read FreeFall.
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niltrias

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Re: Prospector, a roguelike in development
« Reply #868 on: October 31, 2009, 09:00:36 pm »

I just reserved prospector.freeforums.org.  If you want your own forum, it is yours.  Pick a moderator and I will turn over the password to them. 
I think this game has gotten enough of a following to warrant its own forum.  what you guys think?
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Micro102

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Re: Prospector, a roguelike in development
« Reply #869 on: October 31, 2009, 09:13:29 pm »

I think a wiki would be more appropropriate. First thing you should add is a guide thread for all the items in the game that aren't painfully obvious. Heck even add the oens that are obvious.
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