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Author Topic: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"  (Read 15988 times)

Siquo

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #75 on: January 22, 2011, 01:57:24 pm »

Maybe add an
Code: [Select]
if (abs(x-self.look_diam/2) + abs(y-self.look_diam/2) > self.look_diam/2) break;in line 3 to get circular fovs? There's probably a less elaborate way of writing that check but I can't be bothered right now :P
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

qwertyuiopas

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #76 on: January 22, 2011, 03:26:55 pm »

That would get the classic diamond shape.

(before the loop)
int radiusSquared = (self.look_diam/2) * (self.look_diam/2);

...

if(sx*sx + sy*sy < radiusSquared) #if true, actor is within visibility circle)
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Eh?
Eh!

Siquo

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #77 on: January 22, 2011, 03:52:29 pm »

Uh. damn. yeah.

Although you forgot the translation of sx and sy ;)

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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Mephisto

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #78 on: January 23, 2011, 12:26:49 am »

Following. I may whip something up eventually.

While I'm here, I suppose I might as well as. Has anyone used libjcsi or rlforj? The former stands for "Java Console System Interface." It provides a terminal-like interface in Java Swing or JCurses. The latter provides FoV, LoS, and a few other odds and ends. Both are for Java, obviously. I like libtcod, but there isn't a Java version.
« Last Edit: January 23, 2011, 01:23:04 am by Mephisto »
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Normandy

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #79 on: January 23, 2011, 12:41:31 pm »

My gripes against rlforj are that it's dead, has no viable documentation whatsoever, and is unnecessarily complicated. I've personally never used libjcsi, but it seems like it'd be easier to use.
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Virex

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #80 on: January 23, 2011, 05:48:57 pm »

Considering all the power that comes with the Swing library, I think one doesn't really need a library to make roguelikes in Java, though some wrappers may help at times.
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Willfor

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #81 on: January 23, 2011, 09:05:00 pm »

Despite my enthusiasm to start sooner, I only actually got started yesterday. A lot of basics and underlying features are in, now I need to actually... do something with them. :(

Took me a while to integrate pathfinding and orders together, but now I can make a unit go where I want it to go.

Spoiler: Sizable picture (click to show/hide)

It will likely take a larger screen to play.
« Last Edit: January 24, 2011, 02:18:25 am by Willfor »
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Virex

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #82 on: January 24, 2011, 08:09:36 am »

One thing that irks me about some ASCII games is that they use white for the background elements, like the dots in your picture, which strains my eyes. In my experience using a grey color roughly 50% between white and black is much more pleasing.
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Willfor

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #83 on: January 24, 2011, 09:36:04 am »

The background is definitely going to change to something else, it's just not been my top priority. Once I start messing with the aesthetics it's very hard to stop myself. >_>;
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

Siquo

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #84 on: January 24, 2011, 09:39:45 am »

50% is quite dark, but I agree that 100% colors (not just white) should be reserved for some important stuff, not the entire playing field. I must admit, however, that 0xFFFFFF is my default colour when building... Just so I can see which items I forgot to give a decent colour.

Ninjafaeedit: Yes, once you start on colours it's hard to stop. If you look at my previous game you can see that most tiles vary just ever so slightly in color, and seasonal changes in colour are actually gradual instead of instant. All work that nobody will ever notice :P
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Willfor

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #85 on: January 24, 2011, 10:42:08 am »

Spoiler: The Battlefield (click to show/hide)

Pretty soon the battlefield will be filled the blood of the most powerful warriors known to man. Wood fairies, unicornmen, and gypsy assassins.

And by pretty soon, I mean hopefully if I have time after I come back from work, and if I can finish another couple of things which I need to get done today.
« Last Edit: January 24, 2011, 10:45:16 am by Willfor »
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /

1freeman

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #86 on: January 24, 2011, 10:58:03 am »

would this idea be okay?

   you are an engineer/commander for an military squad which has to investigate a distress call from a space station (original, I know). since you are not a combat oriented person you will need to rely on you squad mates to protect you so that you can get to the objective, and the only weapon you have is for self defense purposes. as the engineer you will be able to make/fix turrets,bombs along with important objectives.

The main resource in the game will be your companions, and you cannot find more once they are gone.

each companion will have their own load out/abilities and you will have to use them intelligently to survive.

also, does it have to be a "rogue-like", because what i was thinking was more like a real-time top down shooter with brutal gameplay and dark claustrophobic environments with a sprinkling of RPG elements

I likely wont be able to do all of that but a man can dream.
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White Kitteh

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #87 on: January 24, 2011, 12:27:06 pm »

I once tried to make a game somewhat along those lines.

The player functioned as a sort of innkeeper in a vaguely cyberpunk wasteland. Building complex death traps, Hiring mercenaries, Scavenging for parts, and the ever popular zombie food farm.

The code eventually got to bloated and messy to work with, so I scrapped it and started again. With a completely different idea.
But hey, new things learned and somewhat.

I'll have a dig around, and try and upload it. Might give you some Ideas/Help realise horrible mistakes.

EDIT: Oh man, this is more of a train wreak than I remember.

EDITAGAIN: Here it is. Be warned: There is a very good reason I decided to stop working on this.

A+Z to navigate menus
B to build
« Last Edit: January 25, 2011, 04:03:45 am by White Kitteh »
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jplur

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #88 on: January 25, 2011, 04:24:19 pm »

This sounds great, I'll be entering something.

This is my initial idea:

Players create an ascii army of fantasy creatures.  They use a budget to purchase troops, items, and training, then customize the AI for each unit (a list of priorities).

Once an army is created, it can be pitted against randomly generated armies with similar budgets.  Creatures that survive a battle will gain experience and become stronger, up to a certain limit.

You'll be able to group units into squads, and assign the movement plans (think coaching a football team)





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Willfor

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Re: The Bay12 72-Hour Roguelike Contest - February Theme: "The Director"
« Reply #89 on: January 25, 2011, 05:47:38 pm »

The bad news: I've more than exceeded my time limit, and don't have anything playable to show for it.

The good news: I am too invested in it to stop now, so I am definitely going to be releasing it once I've got it where I want it. Will put a link here when I've got it. I would put another screen in here now, but I am in the middle of internal renovations. :(
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In the wells of livestock vans with shells and garden sands /
Iron mixed with oxygen as per the laws of chemistry and chance /
A shape was roughly human, it was only roughly human /
Apparition eyes / Apparition eyes / Knock, apparition, knock / Eyes, apparition eyes /
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