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Author Topic: Crime Focused Roguelike  (Read 97495 times)

Saint

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Re: Crime Focused Roguelike
« Reply #210 on: August 31, 2010, 08:13:43 am »

Organization for the art could be done in 1 folder labled tile sets, and multipul tile set folders in there, they can be chosen from a options menu.
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Deon

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Re: Crime Focused Roguelike
« Reply #211 on: August 31, 2010, 08:37:13 am »

It would be perfect, but even if we had to do it manually it still would be great.
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dbfuru

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Re: Crime Focused Roguelike
« Reply #212 on: August 31, 2010, 08:57:10 am »

I tried using the t4 engine, but I couldn't get it to work. I must have broke it when I as adding an inventory and body slots or something. I made a human race, a class, and had the sexes, but when I go to test it I get to enter a name but then nothing happens at all. I tried following the tutorials on the wiki but still, it won't load.

Are there any complete tutorials floating around?

This should be on the t4 forums but they don't seem especially active.
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Xegeth

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Re: Crime Focused Roguelike
« Reply #213 on: August 31, 2010, 09:15:05 am »

There should be a file called stdout.txt in the same folder as t-engine.exe. If there's an error in your code, it reports it there.
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dbfuru

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Re: Crime Focused Roguelike
« Reply #214 on: August 31, 2010, 09:38:19 am »

Thank you, I'll go have a look. I have got it down to adding the body parts though. I added the ActorInventory to the load file and defined inventory slots, but when I add those slots to my base entity it just hangs when I select the module.

This is what my stdout says:

http://shorttext.com/0o607fhr78dkh

Looks like a lot of lua errors. I followed the tutorials on the wiki, but I most likely have done something wrong somewhere.

I am having trouble understanding the contents of stdout, but I have narrowed it down to adding the body element to my base entity, which is

Spoiler (click to show/hide)

And the body parts I defined in load are

Spoiler (click to show/hide)

Again I apologize for asking here, but the official forums seem rather inactive.
« Last Edit: August 31, 2010, 09:44:44 am by dbfuru »
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Sir Pseudonymous

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Re: Crime Focused Roguelike
« Reply #215 on: August 31, 2010, 10:18:13 am »

To me, it looks like a variable named "level" isn't getting declared, causing a type error. Of course, I don't know lua or its error messages, so I'm just going off the "Error: ... attempt to index 'level' (a Nil value)" stuff.

Of course, I don't know why that might be...
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Xegeth

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Re: Crime Focused Roguelike
« Reply #216 on: August 31, 2010, 10:26:04 am »

I don't mind helping. initBody is nil, which means that it's either been removed from ActorInventory.lua, or it's not been added to the actor. If it is in the file, I'd look through http://doku.t-o-m-e.net/t4modules:objects and make sure that all of the needed lines have been added. Have you loaded the file from Actor.lua?
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Soulwynd

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Re: Crime Focused Roguelike
« Reply #217 on: August 31, 2010, 01:06:24 pm »

I think this is relevant to this thread:
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rawr359

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Re: Crime Focused Roguelike
« Reply #218 on: August 31, 2010, 01:51:27 pm »

If someone needs something to code, I don't think anyones working on a clothing based inventory.
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Lap

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Re: Crime Focused Roguelike
« Reply #219 on: August 31, 2010, 02:35:58 pm »

He's apparently very experienced with TE4's engine,

I found the T-Engine one day before posting this thread. Not very experienced at all.

I experimented with automated city generation today and tried some different sizes of how big the street should be. I'll keep experimenting and I'll post some screenshots when I fix a bug in the generation.

After I did that, I wasted a lot of time just exploring the engine and trying out different stuff. I came to the conclusion that it's probably a whole lot easier to use the existing talent system than it is to redo everything based on it. I originally didn't want to use it because there were a couple of quirks I didn't like (example-using the ability "shoot" instead of just hitting f to fire a weapon). However, it looks like it it's better to just use that system and then mod out any quirks.

Location based damage now works for everything, but explosions at the moment. There aren't any effects yet, but parts can be hurt and get healed.

Unless there's a better idea I'm also going to go ahead with slowly implementing skills and skill categories. One thing that absolutely anyone can do if they're bored is make custom locations with ASCII. So something like

#########
W              #
#   C          #
#              W
####D####

# = Wall
W = Window
C = chair
D = door

Anything like that, except you know, not as shitty. You can make up your own key and whatever items and symbols you want. I can easily import any of them.
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DarkGod

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Re: Crime Focused Roguelike
« Reply #220 on: August 31, 2010, 02:43:14 pm »

You do not have to have a hotkey for shooting, you can just define a new key and make it call the shoot talent, no problem :)
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Lap

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Re: Crime Focused Roguelike
« Reply #221 on: August 31, 2010, 02:52:41 pm »

That's how I currently have it done, which is why I decided not to abandon the system all together for firing. There will probably end up being a lot of hidden talents. Did you see my post about generator.TileSet?
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Soadreqm

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Re: Crime Focused Roguelike
« Reply #222 on: August 31, 2010, 03:49:28 pm »

Map design, eh? I'll give it a shot.

Spoiler (click to show/hide)

EDIT: If linebreaks are messing things up, just copypaste it somewhere. They are on my tiny screen.
« Last Edit: August 31, 2010, 03:53:17 pm by Soadreqm »
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cappstv

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Re: Crime Focused Roguelike
« Reply #223 on: August 31, 2010, 04:11:02 pm »

Just thought of something.
You know how DF has legends mode? What if instead of having a separate mode for that, its all in game. For example, searching though old newspapers will tell you when the gangs were born and the obituaries will show you the deaths of the characters.
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Deon

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Re: Crime Focused Roguelike
« Reply #224 on: August 31, 2010, 04:11:32 pm »

Here's a flat

Code: [Select]
                            .....                                         
                            .   .                                         
                           ###+####=###                                   
                           #n  H#H  hT#                                   
                           #B  T#H    #                                   
                           #   H#n   B#                                   
                           ##+#####+###                                   
                           #    cc   H#                                   
                           #         T=                                   
                           #  HHnnHHHH#                                   
                           ## #########                                   
                           #H  +     R#                                   
                           #  ####   h#                                   
                           #  + t#H hT=                                   
                           #  ##$#H  h=                                   
                           #Y + s#s   #                                   
                           #Y #bb#o  H#                                   
                           ##+######### 

# - wall
+ - door
= - window
. - fence (balcony in this case)

B - bed
cc - coach
n - nighttable/low table
H - cabinet
h - chair
T - table
bb - bathroom
t - toilet
Y - coathanger
s - sink
o - oven
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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