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Author Topic: Prospector, a roguelike in development  (Read 284738 times)

Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #375 on: June 12, 2009, 03:34:07 pm »

Hahah, you got it right.. those were the ones..thanks :)

Also, I don't remember turning autopickup on, but I guess it's default, right?
Since I started the game, the team always picks up items..

Thanks, and sorry. I didn't think about that :$
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

magellan

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Re: Prospector, a roguelike in developpement
« Reply #376 on: June 12, 2009, 03:39:46 pm »

Yep, it's on by default. But i am going to fix it. It's really not necessary to have you press 3 keys were one should be enough.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #377 on: June 12, 2009, 09:30:38 pm »

'Your Science Officer established communication with the insect.

It says "this is a boring place"'

Oh my god, I just found EARTH!!!
--

Hmm. Anyway, did you ever thought about putting "colonists" on the game?
They could give you a mission where you have to BUILD a beacon on a planet where they could [or not >:)] colonize.
Also,  they could give you a mission to BUILD landing pads, BUILD huts, BUILD farms...and just BUILD...

We could BUILD a BUILDER's WORLD just by BUILDING a lot of BUILDINGS, what do you think?


Okay, I'll calm down..
I'm playing now, trying to find the damn pirates.. :]
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #378 on: June 12, 2009, 10:36:13 pm »

I woud love a colonize option, particularly if you went and left part of your crew there for different effects.
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Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #379 on: June 12, 2009, 11:11:58 pm »

Exactly! :D


Btw, how many "Apollo" guys exist?
I killed one, then two, and another one...another..
and he just keep respawning O_O
my crew of 25 jetpacked, armoured, gauss gunned, vibro sworded and personal forcefielded elite and veteran marines is almost dead already ._.

[edit]

Ohh hahah, that was curious and funny lmao
Spoiler (click to show/hide)

I remember getting my ass kicked by the same guy on another save..
actually, he was the one who ruined my best savegame [before this one].
« Last Edit: June 12, 2009, 11:15:13 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

chaoticag

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Re: Prospector, a roguelike in developpement
« Reply #380 on: June 12, 2009, 11:15:40 pm »

One thing bothers me...
Weapon cargos go for a ton at 250-1000, but weapons at the store go from 500-2000 for five...

What the hell is in those crates? Popguns? Why can't I just crack them open and keep the damn things!

Just a thought.
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Gabeux

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Re: Prospector, a roguelike in developpement
« Reply #381 on: June 12, 2009, 11:51:53 pm »

Good thought :]



Btw, just found the pirates base and got that green message after you "party" down there...

I've found a bug on bars: If you recruit security personnel, it will add to the total security personnel when you get back on the ship, making you get 50 security, but only being allowed to carry 25 [i got some cryo chambers, 25 is my max]

It was nice to have 50 security personnel, but the max item limit didn't let me equip'em, so they are just meatshields =/

EDIT:
Oh, when you land...all the excess security personnel die. ;_;
EDIT2:
Actually, when you go back to space, it still shows all of the security personnel...
They are like reserves, then
« Last Edit: June 12, 2009, 11:57:06 pm by Gabeux »
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

Candlejack

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Re: Prospector, a roguelike in developpement
« Reply #382 on: June 13, 2009, 01:12:21 am »

One thing bothers me...
Weapon cargos go for a ton at 250-1000, but weapons at the store go from 500-2000 for five...

What the hell is in those crates? Popguns? Why can't I just crack them open and keep the damn things!

Just a thought.
Ammo for ships maybe?
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Kishmond

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Re: Prospector, a roguelike in developpement
« Reply #383 on: June 13, 2009, 12:29:00 pm »

Does this happen to anyone else after saving?

It's not game-breaking, but I find it annoying. It returns to regular space after I scan a planet.

Also, it is far too easy to run out of fuel or oxygen without realizing it. The audio warnings don't work.
« Last Edit: June 13, 2009, 01:19:39 pm by Kishmond »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #384 on: June 13, 2009, 03:19:10 pm »

Oh boy... yes it does. Next version wich will be out in 24-48 hours will have that fixed. Of course it doesn't happen if you turn off autosafe (haven't had any reports of crashing games for a while, so i would assume the risk of doing so is rather low.)

As for the warnings: works here.
When the game starts up there are for 5 lines:
FBSini 1
loading alarm 1 1
loading alarm 2 1
loading weapon 1 1
loading weapon 2 1

Does any of the trailing 1s read 0 for you?
If tis the FBSIni one then there is a problem with the sound library (damn... do i really need to use the 2MB big fmod library for this? starts to look like it...) and we are out of luck.
If its one of the following then only that sound file doesn't load. Downloading the game again would be the obvious solution.
But i will add a "None-Low-High" setting to the warnings for the next version, with low sounding alarms and high sounding alarms and demanding a space,return or esc press.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Kishmond

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Re: Prospector, a roguelike in developpement
« Reply #385 on: June 13, 2009, 04:45:15 pm »

It says
FBSini 0
Failed to load FBSound

magellan

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Re: Prospector, a roguelike in developpement
« Reply #386 on: June 13, 2009, 04:57:00 pm »

:(
yap, your system doesn't like prospectors sound library. or prospectors soundlibrary doesnt like your system, take your pick ...

... will you look at that... mini fmod! 107kbite large ... I am going to try that out. give me a day or 2 and thou shall hear sirens! (maybe)
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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 #387 on: June 13, 2009, 10:59:59 pm »

Also, it is far too easy to run out of fuel or oxygen without realizing it. The audio warnings don't work.

Dying unexpectedly in a roguelike? Who ever heard of it? Don't worry, once you die a few times like that your eyes will be glued to the relevant readings.
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Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #388 on: June 13, 2009, 11:02:51 pm »

Quote
Dying unexpectedly in a roguelike? Who ever heard of it?

Yeah lets not defend it that way unless you would like to play another game of WikiRogue.

Though the game warns you if your oxygen goes halfway and I always refuel (Though DANG fuel runs out fast even with the later vehicles)
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codezero

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Re: Prospector, a roguelike in developpement
« Reply #389 on: June 14, 2009, 12:42:05 am »

Yeah that game sucks arse, but I had to offer some resistance as someone else mentioned it as well.
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