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Author Topic: Prospector, a roguelike in development  (Read 285003 times)

BishopX

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Re: Prospector, a roguelike in development
« Reply #1290 on: June 03, 2010, 09:40:03 am »

Will launch kill you if you are on the same tile as the ship? Seems like a good way of solving the dead pilot problem.
Never bring your pilot with you. If you do you can't have him pick you up while your fatal miscalculation has doomed you to be unable to reach the ship in time by one tile.

You don't actually need to have the pilot on board to move the ship. You can do that via radio. When I"m running low on oxygen I always make the ship meet me halfway.


The other really big defensive trick is to leave your tactics on defensive unless you're about to blow something away. It makes the giant cave bears leaping out and devouring your red shirts much less costly.

In other news, does anyone know how to solve this situation?
Spoiler (click to show/hide)
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magellan

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Re: Prospector, a roguelike in development
« Reply #1291 on: June 03, 2010, 09:40:30 am »

Just spent an afternoon implementing something like pathfinding.
Another thing nobody is ever going to realize its in there
Soon merchants will avoid anomalies and gas clouds and have funny routes like this:



@Duke 2.0
Are you certain you can't start with a dead pilot? Launching never checked for crew, and I havent touched that part. What exactly is happening?

@BishopX
Spoiler (click to show/hide)
« Last Edit: June 03, 2010, 09:42:54 am by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Saint

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Re: Prospector, a roguelike in development
« Reply #1292 on: June 03, 2010, 11:40:14 am »

I killed the center of the planet and everything there but yet I still cannot leave.
And I died on the way back in to find what I missed because I explored and lost too much oxygen to get back home.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

Duke 2.0

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Re: Prospector, a roguelike in development
« Reply #1293 on: June 03, 2010, 12:06:16 pm »

 Basically I landed on a barren planet at 0% chance of life, some monster came out of nowhere and attacked the crew. I booked it out of there straight to the ship where I pressed l, but nothing happened. I noticed that my pilot was killed, so I attributed it to that. I don't have a save, but if it happens again I'll save it.
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

exoleet

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Re: Prospector, a roguelike in development
« Reply #1294 on: June 03, 2010, 12:21:42 pm »

You'll find resources and technology a lot more often in gas cloud systems.

I'm currently doing an archaelogical exploration of a pyramid I find on a cold, mountainous planet.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1295 on: June 03, 2010, 01:40:58 pm »

Just checked the planet with the working defense grid and it works fine here
Spoiler (click to show/hide)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in development
« Reply #1296 on: June 03, 2010, 02:26:29 pm »

I might have blown it up  ???

Also, my save file is over 25 megs so gmail and yahoo don't like sending it. Any idea if it will survive zipping?
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magellan

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Re: Prospector, a roguelike in development
« Reply #1297 on: June 03, 2010, 02:52:44 pm »

wont have a problem with zipping.
Also just checked: That tile has no Hitpoints (as it should) and is indestructable.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Tarran

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Re: Prospector, a roguelike in development
« Reply #1298 on: June 03, 2010, 02:59:13 pm »

I might have blown it up  ???
Ah, we all have our "I probably shouldn't have blown that up" moments.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

exoleet

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Re: Prospector, a roguelike in development
« Reply #1299 on: June 03, 2010, 05:25:09 pm »

Spoiler (click to show/hide)
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1300 on: June 03, 2010, 09:17:46 pm »


@ exoleet

It can be sold on certain planets
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Rakonas

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Re: Prospector, a roguelike in development
« Reply #1301 on: June 03, 2010, 09:34:10 pm »

Spoiler (click to show/hide)
You can hang it on your ship as a souvenir of your adventures.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1302 on: June 04, 2010, 01:07:07 pm »

In case anybody wants to know, I fixed some bugs, mainly the stranded ships upon entering having no stats thing.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Tarran

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Re: Prospector, a roguelike in development
« Reply #1303 on: June 04, 2010, 01:09:41 pm »

Anyone else encounter a magma worm yet? I have. :P

Too bad that guy is dead.

Also: Yay, new version!
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

alfie275

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Re: Prospector, a roguelike in development
« Reply #1304 on: June 04, 2010, 01:44:59 pm »

Programming question, hopefully you can help:
I assume you store things as derived classes in a container of pointers to the base class? Do you just type cast them to access any added non-baseclass members of the derived classes?
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I do LP of videogames!
See here:
http://www.youtube.com/user/MrAlfie275
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