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Author Topic: Prospector, a roguelike in development  (Read 284511 times)

codezero

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Re: Prospector, a roguelike in developpement
« Reply #120 on: May 02, 2009, 01:55:18 am »

I  tried to compile 15e for linux. The first 2 errors I got were to do with _autosave and _minsafe, so I declared them in types.bas. Now I get errors about playsfx, I tried adding #inclib "alphawaveout" to prospector.bas but no luck...  I'm just typing "fbc prospector.bas" at the command line. I've tried linking alphawaveout from the command line but I don't really know what i'm doing there.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #121 on: May 02, 2009, 02:03:00 am »

I  tried to compile 15e for linux. The first 2 errors I got were to do with _autosave and _minsafe, so I declared them in types.bas. Now I get errors about playsfx, I tried adding #inclib "alphawaveout" to prospector.bas but no luck...  I'm just typing "fbc prospector.bas" at the command line. I've tried linking alphawaveout from the command line but I don't really know what i'm doing there.

LIES Linux is perfect! The Internet is never wrong!

Anyhow if you have Linux having a Windows Emulator is always useful to have on hand since Microsoft just LOVES trying to force their products on people by outdating everything! (Ubersoft was right!)
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #122 on: May 02, 2009, 02:16:09 am »

Humm... is it possible that i forgot to update types.bas? Entirely possible!
The other thing tells us that the sound lib isn't working under linux.

Ok, i just removed the sound, if you would like to give it another go :

http://rlprospector.googlecode.com/files/proslin0.1.5e.zip

Thanks for giving it a try!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Muz

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Re: Prospector, a roguelike in developpement
« Reply #123 on: May 02, 2009, 02:22:52 am »

Most shop problems (=All that i am aware of as of now) have been fixed.
Well, except for stuff showing up twice.

As for this thing being to easy: There is an item in the game that is worth 1.000.000 Credits. It is *not* just lying around somewhere.
The idea was to let the player chose how hard he wants the game to be. You can win easily by exploring, easily by trading, a little less easily by pirating, and the least easy by finding the amulet of yendor (Wich  isn't an amulet and of course also goes by a different name)

Does it have endings like ADOM? Win the easy way and you become a God, then get slaughtered by some other champion :P
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Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #124 on: May 02, 2009, 02:41:40 am »

Nowhere near like in ADOM but some inspiration definitely flew from that direction.
That is one of the parts that could definitely use some polish. (Finding the amulet currently yields one line and only if you make a dump file)
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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 developpement
« Reply #125 on: May 02, 2009, 02:43:59 am »

If anyone is making suggestions on their forum can you include spacial anomolies that you can explore and attempt to reap the rewards or drawbacks?

Though a bit too far... it would be interesting if you could enter a negative universe where all the diplomatic situations were reversed.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #126 on: May 02, 2009, 02:53:41 am »

.... but how do you make a @ with a goatee? ;)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

codezero

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Re: Prospector, a roguelike in developpement
« Reply #127 on: May 02, 2009, 03:04:48 am »

It compiles, and seems to work apart from one major thing. (I don't know much about linux, so I don't know if it has to do with the way I ran it (in a terminal) or what.)

The print to the bottom of the screen prints to the line below the bottom of the screen, shifting the previous displayed stuff upwards every turn.

And the keys feel sluggish.

EDIT: Actually that print thing doesn't happen if you maximise the terminal, but the keys still seem sluggish. Often when I try to move in space view the ship will do nothing but a turn passes (though that's probably a gameplay element.) The main problem now is the display for some tiles ie:
Spoiler (click to show/hide)

Those question marks in space change colour every turn.
« Last Edit: May 02, 2009, 03:13:18 am by codezero »
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #128 on: May 02, 2009, 03:09:46 am »

Magellan, there are a number of spelling errors. Do you want us to point them out as we come across them?
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GFXiNXS

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Re: Prospector, a roguelike in developpement
« Reply #129 on: May 02, 2009, 03:15:38 am »

First of all, I'd like to say cheers for a great game. Even in its early stages it has kept me enthralled in the downtime of my otherwise hectic week.

And now my two cents:
I stumbled across a bug whilst on a planet reading "Picking up radio transmission:'going for  at 0:0'

It initially read "Picking up radio transmission:'going for palladium deposits at 51:13' or something similar but after displaying three or so times it just spammed the aforementioned line.

Cheers again.

Edit: Firing at an away team's vessel reads the message "It is slightly dent now" which should read "It is slightly dented now"  :)
« Last Edit: May 02, 2009, 03:24:23 am by GFXiNXS »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #130 on: May 02, 2009, 03:27:13 am »

Thanks for trying the compile codezero.
While this can be fixed and i even know how, it is not something that can be done in half an hour. :( Ah well: another thing for the todo list

@ Captain Mayday: Anything i can do to improve the game I do with pleasure. especially if it doesn't require much work ;) So if you run across one, point it out!

@GFXinXS Thanks for both cheers and both cents! (see above) ;)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #131 on: May 02, 2009, 03:35:38 am »

I think there is a pirate glitch: After being told that I succesfully got away, they blasted me for 2 damage and killed me...
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #132 on: May 02, 2009, 03:36:51 am »

For what it's worth, the keys behave normally using the keypad and numlock.

Do you want me to mail the compiled source to the address you listed? It seems to work fine other than the gas clouds. Or you might want to wait 'till it's consistent.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #133 on: May 02, 2009, 03:37:17 am »

I am getting the slight idea that Magellen is the guy working on it... but subtext, implied meanings, and inferences are my weakness so I may be reading too far into this.

Ugh "Fast as a rock, sharp as a bowling ball"... I wish I could get that quote out of my head (they said it because I usually didn't know what was going on... that and I kept refering to a woman as male)

I do have a question for those who played this:
Should I hold out and wait until the game is more playable and thus more impressive or is it satisfying enough right now that a small go wouldn't be so bad?
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chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #134 on: May 02, 2009, 03:39:54 am »

A small go is what I would recomend. As it is, the game has quite a few features.
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