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Author Topic: Prospector, a roguelike in development  (Read 284904 times)

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1650 on: March 17, 2011, 06:23:56 pm »

I wonder if the graphic engine will be improved so that the tiles... well... look better standing next to eachother.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1651 on: March 17, 2011, 06:31:19 pm »

Yeah, many entrance tiles default to "castle" graphics, i.e. crashed ships, ship doors etc.

Neonivek: if you mean terrain transition (corners, sides etc.) it would be great :). I wonder if Magellan can do it.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #1652 on: March 18, 2011, 07:17:07 am »

Not just Terrain but buildings too since a lot of them are meant to be sort of like cities.
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ductape

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Re: Prospector, a roguelike in development
« Reply #1653 on: March 18, 2011, 09:44:51 am »

I dont know about transitions, i doubt the game at this point could fit that in, but what would be nice is being able to use different tiles for the same terrain type. That would help it look more alive, but it looks awesome now anyway.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1654 on: March 18, 2011, 10:16:52 am »

Coastlines would be possible, i guess.
Would be a gazillion of tiles though
Water-Sand
Water-Rock
Water-Grass
Water-woods
Water-....
Acid-Sand
Acid-Rock
Acid-....
And not just one of each, but 8
Not sure if that would be worth the effort

As for the crash: Tried 5 times, and got the crash on 2.
The other 3 times i was able to run around till the planet sploded.
I guess It will take some time to find that one.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1655 on: March 18, 2011, 10:20:52 am »

There are ways to cheat it Magellan so that all you need are actually 9 tiles for each ground type if you wanted to do it nicely.

Though at minimum it would be nice if Sand beside sand would be a stretch of sand.
« Last Edit: March 18, 2011, 10:25:36 am by Neonivek »
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1656 on: March 18, 2011, 10:22:41 am »

   Depending how you do it you could get away with
what you have now and 8 transparency masks. You
just have it so that you can have 2 terrain types
shown in a square and have the top one partly transparent
in the correct way. Of course specific things like buildings
you would not want to do this with and some of the tiles
would need to be changed somewhat to fit in better.
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ductape

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Re: Prospector, a roguelike in development
« Reply #1657 on: March 18, 2011, 10:34:31 am »

next stop, Prospector on the iPhone! Make some money but keep the PC version always free!
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magellan

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Re: Prospector, a roguelike in development
« Reply #1658 on: March 18, 2011, 11:32:23 am »

True, but the game would still need to know what tile to use, and since there is only a 2d array storing all the tiles on a map, and the game would need to know what combination to use, you might as well do the copy pasting thing.
Also I think I found the culprit causing the freezing mentioned by Orb.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in development
« Reply #1659 on: March 18, 2011, 01:38:19 pm »

Coastlines would be possible, i guess.
Would be a gazillion of tiles though
Water-Sand
Water-Rock
Water-Grass
Water-woods
Water-....
Acid-Sand
Acid-Rock
Acid-....
And not just one of each, but 8
Not sure if that would be worth the effort

As for the crash: Tried 5 times, and got the crash on 2.
The other 3 times i was able to run around till the planet sploded.
I guess It will take some time to find that one.
It's not a gazillion of tiles.
It's common for pixel art games :P. You just need 16 tiles for each terrain transition.
http://www.goblincamp.com/forum/viewtopic.php?f=7&t=341

As you see I have no problems in making it (and water :P).
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PsyberianHusky

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Re: Prospector, a roguelike in development
« Reply #1660 on: March 27, 2011, 09:45:06 pm »

Hey, I am having problems launching the game

0.2.1 Error #12 in  -1:LOADFONTS C:/Prospector/src/Googlecode/fileIO.bas
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magellan

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Re: Prospector, a roguelike in development
« Reply #1661 on: March 28, 2011, 09:49:32 am »

Ahhh hell... a segfault.
If I understand it correctly this means Freebasic has problems with your graphics card.
Don't know if this gives you any comfort at all, but you are one of 2 people that have this problem.
What might work, is turning of custom fonts (Open config.txt, set tiles=1 and customfonts=1)
Of course this unfortunately also means no tiles for you :(
Sorry...
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in development
« Reply #1662 on: March 28, 2011, 02:43:51 pm »

Okay, I am back to modding and I can draw the promised tiles in a day or two ;).
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SniHjen

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Re: Prospector, a roguelike in development
« Reply #1663 on: April 02, 2011, 03:28:08 am »

It's odd how, despite how the game keeps  screwing me over, I keep playing it, I guess it's just a testament to how good it is.

There are a number of things that really are starting to piss me off.

Enemies that just spawn where ever the god damn please.
This is really annoying with you are boarding a standed ship, because sometimes the 'eh'.. "units" will spawn in space.
They will also spawn in in the middle of it.
I just lost my away team to the fast growing worm (on a ship) because they kept spawning in in empty rooms behind me.

Also: blowing the wall of the ship away with the ship cannon (or laser or whatever) doesn't cause the ship to lose air.

Suggestion: could you please make it so that friendly creatures move away when you move into their square? especially the 'truck stop' stations, the ''citizens" keep getting in my way, it's rather annoying.

Some objects, like landing gear and ship detector, you only need 1 of them, could you make the game treat them like it does sensors, engines and shield?

Also: it would be awesome if objects (armour and guns) would be removed from the inventory list when equipped.
@Deon
there are 2 animals that don't have any sprite, making them invisible.
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That [Magma] is a bit deep down there, don't you think?
You really aren't thinking like a dwarf.

If you think it is down too far, you move it up until it reaches an acceptable elevation.

Deon

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Re: Prospector, a roguelike in development
« Reply #1664 on: April 02, 2011, 06:04:19 am »

Which ones? If you mean invisible monsters, they are invisible.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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