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Author Topic: Prospector, a roguelike in development  (Read 284558 times)

ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #165 on: May 02, 2009, 06:48:54 pm »

Looks enjoyable.  I'll do it.




EDIT:  This game rocks!  I approve.
« Last Edit: May 02, 2009, 08:09:52 pm by ToonyMan »
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #166 on: May 02, 2009, 10:02:37 pm »

trying 1.5f, there seems to be cpu usage even at any time outside of the shop menus, or station menus. Outside menus of any kind, really.
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #167 on: May 02, 2009, 10:49:57 pm »

Now that you have to inspect for bio-data (which I don't mind), can you add an auto-inspect toggle within planet view? I'm not saying I prefer the old system, at least now it takes oxygen/turns to gather bio-data (or you know that it does if it already did).

@Captain Mayday: I believe it has to continuosly poll the keyboard, otherwise how will it know when you press a key?

EDIT: For a couple of versions now, explored tiles on the spacemap haven't been showing up. I thought it was just linux but it happens in windows too.
« Last Edit: May 02, 2009, 11:51:33 pm by codezero »
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Captain Mayday

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Re: Prospector, a roguelike in developpement
« Reply #168 on: May 02, 2009, 11:16:23 pm »

I'm getting approx 30% cpu usage when idling. If it was only the keyboard, it shouldn't be this high.
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ductape

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Re: Prospector, a roguelike in developpement
« Reply #169 on: May 02, 2009, 11:19:00 pm »

since i die often, I would like it if after death it brings me back to the start screen instead of closing the application.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #170 on: May 03, 2009, 03:40:57 am »


EDIT: For a couple of versions now, explored tiles on the spacemap haven't been showing up. I thought it was just linux but it happens in windows too.


That's actually not a bug (hard to believe eh? ;) ). I figured since the map is so small you would have explored it in no time otherwise. But there is an item that records your journey: navigational computer. pretty cheap at 350, but not standard issue. (I just realized that while it would also tell you your coordinates it does so in a positon on the screen that gets overdrawn... that *is* a bug.)

Edit: Found the CPU time hogger, another facepalm moment.

codezero: could this be what makes the game sluggish on linux?

keyin function reads:

Code: [Select]
do
    sleep 1
        do
            key=ucase(inkey)           
        loop until key<>"" or walking<>0 or just_run=1

while it should read
Code: [Select]
do
    do
            sleep 1
            key=ucase(inkey)           
    loop until key<>"" or walking<>0 or just_run=1
« Last Edit: May 03, 2009, 03:51:57 am by magellan »
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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 #171 on: May 03, 2009, 04:44:51 am »

Nah that doesn't help. When I say sluggish I mean most times it doesn't actually record the keypress for menus. Worth noting though is it only happens with up/down/left/right, the numpad works properly. And also in the spacemap it will always increment the turn but rarely move the ship. I suspected at first that it had to do with using both multikey and inkey, as that can lead to probs in my experience. But it was too much work for me :P.

I just had an idea and tried something, but it only fixed the problem with the turns.
Thinking that it might be racking up a few keypresses with the inkey statement I replaced that line in the keyin function with

key=mid(ucase(inkey),1,1)

Don't understand why but it works.

EDIT: ahh i know it's probably because my console doesn't support extended ascii, so inkey can't pick it up properly.

EDIT2: I got it working well with by replacing the inkey loop with screenevent (and getting rid of the multikey stuff):

Spoiler (click to show/hide)
Screenevent only works in gfx mode, so you have to call screen somewhere in the program. I called it right after 'randomize timer'
screen 9 , , gfx_null

It does cause some funkiness though(with the color scheme).  I feel bad derailing this thread with code, you should get your own forum or should I post stuff in issues?
« Last Edit: May 03, 2009, 06:39:02 am by codezero »
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Duke 2.0

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Re: Prospector, a roguelike in developpement
« Reply #172 on: May 03, 2009, 08:03:41 am »

 Question: Does it take a turn to have the fire key pressed, or is that a bug? Example:

 You are standing next to an alien creature. You press the F button. The creature attacks. You are asked which direction to fire, and then fire. The creature attacks again.

 As opposed to:

 You are standing next to a creature, and you bump into him to attack. You hit them. they attack you.

 It appears keypresses that bring up an menu or action get counted as turns, as opposed to the ending of whatever action it was supposed to invoke.
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ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #173 on: May 03, 2009, 09:30:04 am »

Yeah, sometimes I have to press the action key twice before I get any input.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #174 on: May 03, 2009, 09:31:11 am »

I'd say bug.
Noted and added to the list

@codezero. issues is fine, of course email works too, and thanks for the help!
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #175 on: May 03, 2009, 09:33:41 am »

I'd say bug.
Noted and added to the list

@codezero. issues is fine, of course email works too, and thanks for the help!


Oh, you're the developer?  Neat.  MAKE BIGGER PLANETS.  HUGE!
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chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #176 on: May 03, 2009, 09:38:33 am »

Some planets are already twice the size of earth, and those are not the biggest.
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ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #177 on: May 03, 2009, 09:40:18 am »

You know what I mean.  It would be cool if you could explore a much bigger area with more interesting discoveries.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #178 on: May 03, 2009, 11:06:02 am »

You know what I mean.  It would be cool if you could (A) explore a much bigger area with (B) more interesting discoveries.

Definitely yes on the B, there needs to be much more stuff, but the A, while rather easy to do cancels out the B to some extent.
So i rather work on the B.

Also there are planets twice the mass of earth, we don't really now that much about their size ;)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

ToonyMan

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Re: Prospector, a roguelike in developpement
« Reply #179 on: May 03, 2009, 11:30:15 am »

I just had some alien guy called Apollo who thought he was god, he killed all my security and forced me to workship him for the rest of my life.   ;D
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