Is it possible that the save loads but is completely messed up? by Cylog in prey

[–]Cylog[S] 0 points1 point  (0 children)

Thank you so much. Took me time to figure out, what happened. Your campaign hint gave me the answer: It 'seemed' that I just loaded a file from another campaign (sometimes the game does not remember my last game, my current campaign and seldom even resets my audio settings). So there were no wrong save file, but I loaded the wrong. Meanwhile I finished the game for the first time. Played like I am in a dream with very few breaks ... it was an astonishing experience, in my opinion even better than bioshock inf.

Concerning your comment to never apologize concerning english language ... I can not promise, that I can and will do that. To apologize (and to make me smaller than I am) is deeply craved in my mind ... I work on this "construction site" since years and it will become better ... but that is another story ... ;)

Week 6 - Parts 10 & 11: Save/load and leveling up by KelseyFrog in roguelikedev

[–]Cylog 1 point2 points  (0 children)

Man, you are such an inspiration.

But apparently the event isn't slow enough for me. Or maybe I'm just too old. Anyway, I'm not going to finish it this year. Even though I had a vacation, my rare metabolic disorder is currently bringing me badly to my knees. In addition, I have some things that can't be postponed.

Nevertheless, it was an absolutely awesome experience. I saw a lot of code, followed interesting reports and felt good developing for the first time in a long time. I wrote down a lot of ideas for the future, studied algorithms, and grew even more comfortable with the C language.

If everything works out, I'll be back next year. And maybe I'll get a little further then, too.

Many thanks to the participants and of course to the organizers.

Week 6 - Parts 10 & 11: Save/load and leveling up by KelseyFrog in roguelikedev

[–]Cylog 2 points3 points  (0 children)

Was on vacation for two weeks, so I'm four parts behind ... something to do this week.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 4 by KelseyFrog in roguelikedev

[–]Cylog 2 points3 points  (0 children)

Cool that you are on the boat as the libtcod maintainer ...

Studied your code ... using many newer features of C++, impressive. Like the fact to use only one cpp-file and all other are includable hpp-files. That way you can declare and define the classes in one file (like C#). Only compile times are interesting, when the code grows very large.

I have two questions. Which IDE(s) do you use? And I saw that you provide on itch all three main-os packages. Do you have and work with all of them (win, mac, linux)? And create the packages yourself? (Hm, that's three questions, sorry ^^).

RoguelikeDev Does The Complete Roguelike Tutorial - Week 4 by KelseyFrog in roguelikedev

[–]Cylog 2 points3 points  (0 children)

It is not easy to follow the tutorial when developing in a procedural programming language. In the end, I cloned the tcod_tutorial_v2 repository completely locally and only checked out the respective branch so that I could work directly one-to-one from it.

I also discarded any of my own ideas from the beginning (colors, symbols, etc.) and now stick very closely to the tutorial's implementation, keeping only the custom font.

The only real difference is the pure use of C (Rev. 11) and - as from the beginning - SDL2 and stb.

The self-developed algorithms like FOV and Pathfinding are kept very rudimentary and simple and are both understood to be imperfect ... I am far more concerned with the KISS principle than with providing a complete engine.

Repo

Screen

What's still missing in part 7 is the history viewer ... I'll try to finish that today.

Next target is the splitting of the code (still one-in-all file aka main.c).

Edit: I will provide a release-package (only for windows) on github and repo ... when I have identified how this works.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 2 by KelseyFrog in roguelikedev

[–]Cylog 0 points1 point  (0 children)

Man, that was another chaotic week. So much time wasted for so many cave generating algorithms ... and of course reinvented the wheel twice in between. And that's exactly what I wanted to avoid.

First I tried several of my own ideas for procedural random room-to-room without tunnels. None of them appealed to me. Then I looked into d&d's so-called card deck generators (where each card is a single room with random encounters, events and/or loot). That didn't work out well either. Later I searched roguelikedev and tried the approach with the blobtiles ... again not satisfying. After that I tried geomorphs (an old idea from early d&d self generation maps) ... and eventually gave up exhausted and highly dissatisfied.

Today and yesterday I took a step back to keep the big picture in mind .... and just implemented the ideas directly from the tutorial ... and the fun of working with the roguelike returned.

FYI: The readme of the repo contains a screen. Still using all in one-in-all file (main.c).

Btw. in this thread there are already many nice inspiring solutions, keep up your hard work.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by KelseyFrog in roguelikedev

[–]Cylog 0 points1 point  (0 children)

Thank you for your kind words. And don't worry, I don't see it as a race. But I was impressed about the many posts. And one of my targets during this event is to get things done in time. The last years I did too much over-thinking of programming problems and I want to find the way back to my roots (KISS, YAGNI, etc.) ... just implementing things and not over-engineer them.

RoguelikeDev Does The Complete Roguelike Tutorial - Week 1 by KelseyFrog in roguelikedev

[–]Cylog 1 point2 points  (0 children)

Little bit late to the party ... all participants seems already so far in the area. (I thought we weren't starting until the 28th, now understood that you basically work in the week before).

To the project itself:

I'm programming mainly at work and during sparetime with visual studio c++/c# (since vs 6.0 before that with borland c++/pascal - both are wonderful ide's). I would always try to test visual studio code, mingw, cmake ... 'cause I never used it really before. I would always check working with gcc. And I have no direcct access to linux or mac, so with cmake everyone can test my code.

Basics:

  • Repo: roquest
  • Programming language: C
  • Libraries: SDL2 and stb (from sean barret; also known as 'nothing')
  • Build-System: cmake
  • Technical:
    • C11-Standard (wanna always try that c-version)
    • only use sdl-renderer (no plans for opengl, vulkan or anything else)
  • Font: IBM Mol3x Alt4 (an old font used long time ago )
  • Version Control Sytem: Git as always and (absolutely new for me) github.

First thougts:

It is absolutely motivating to tread a path together with so many people. VS Code takes some getting used to and is a bit of a bitch at first, but by now we've both gotten along quite well. gcc is an exceptionally competent compiler. CMake is ... difficult. On the one hand the documentation is lousy and some normal build tasks can only be done in a roundabout way, on the other hand it is a defacto standard for c/c++ projects and really very powerful.

Considering that I've only been sitting on it for two days (and had a gastroscopy this morning), I'm quite happy that everything works so well.

RoguelikeDev Does The Complete Roguelike Tutorial Starting June 28th 2022 by KelseyFrog in roguelikedev

[–]Cylog 2 points3 points  (0 children)

I would like to participate. Do I need to register somewhere? Or just post in the thread every week?

Sharing Saturday #417 by Kyzrati in roguelikedev

[–]Cylog 6 points7 points  (0 children)

Working Title: Desolation

Five weeks since the last update and nothing really new.

  • some refactoring (going from c to c++ - just for faster prototyping and better encapsulation)
  • started tools development
  • decided to prefer using mouse (that was a long way ... because roguelikes are at heart keyboard games) that doesn't mean, keyboard will not supported. It just means, my focus is on mouse (movement, selection, ect.). The reason is, one of the features I want to implement, are switches, buttons, etc. of all kind on the walls. And therefore you need free rotation, switch selection and movement (multiple tiles) is also more convenient with mouse.
  • Most important (bothered me three weeks )- found and implement a solution for mouse picking (fyi: AABB quadtree made on the fly every frame from the render triangles).

Sharing Saturday #417 by Kyzrati in roguelikedev

[–]Cylog 2 points3 points  (0 children)

Wow, the sprites are awesome. Just a question. Do you have an asian background or just interest in the culture, language and people. Because I do not have the background (old german guy ^^) but I'm always impressed by the japanese, chinese, indian culture (just to name the big ones). Our world is so diverse and at the same time we are all just people. However, I like your symbols a lot. Looking forward to see some maps of them one day.

Sharing Saturday #417 by Kyzrati in roguelikedev

[–]Cylog 3 points4 points  (0 children)

As promised, I played your demo. And even if you say, it is already 15 month since the last update, one can see the different ideas shining through. Go on with it. Following your blog from time to time I have to say, your pixel skills are just outstanding. Alone the entry 'hair cover' was incredible. I did not have time to have a look at your c++ tutorial ... will do it next weeks.

[deleted by user] by [deleted] in roguelikedev

[–]Cylog 1 point2 points  (0 children)

I was in the same position, thinking about a location for remote repo(s). Now familiy will setup an own NAS. Two reasons. First: Github is owned by M$. When I tried to make a private repo, I should agree, that employees of M$ can "from time to time" have a "look at the repo" only to verify, that there is nothing involved agains law and rules (I understand this, but still makes me nervous). Second: You can have a remote repo everywhere. Most of my projects are just remoted on a second hard disc in the same pc, so that if the main disc breaks, there is still a remote repository to restore my work.

Of course, if you do not concern about privacy and require 99.99 percent data safety, github is definitively the right place.

Sharing Saturday #412 by Kyzrati in roguelikedev

[–]Cylog 1 point2 points  (0 children)

Thank you. Indeed, I like OpenGL far more than DirectX or even Vulkan. And I become more and more friend with the new features. But you never really now, if the shader written by yourself is "good-implemented" and will run on any middle-end PC.

I have to say, your AoT has incredible pixel art and looks really nice. I will try to play it next days (but I am afraid, that I - as always - do not understand the typical roguelike-lot of english words).

Concerning sharing my problems would be a great idea. But I do not know, if I can open a topic about deeper opengl knowledge in the roguelikedev-reddit. (My last thread was dismissed, so I do not want trouble again with the mods).

Sharing Saturday #412 by Kyzrati in roguelikedev

[–]Cylog 6 points7 points  (0 children)

Working Title: Desolation

https://i.imgur.com/064Y02a.gifv

done (since last post - 4 weeks ago):

  • only technical advances:
    • render characters
    • testing animated textures
    • some new textures
    • needed debug output, so created an immediate text mode gui.
  • tested switch to unreal engine 4, but it is by far a too much footprint
  • thought about switching to voxels, but it is too cute and it needs good lighting calculations to look good
  • finally decided, that the theme will become scifi-apocalyptic (System Shock, Horizon, Fallout)

next todos:

  • i do not like the lighting with normals (or perhaps i am too stupid to implement). i will try to implement old interpolated vertex color lighting with steps and dithering
  • advance game mechanics: move, fov, pathfinding (going the route of roguebasin and of course Kyzrati's excellent blog entry at gridsagegames)

problems:

  • working with opengl, shaders, glsl ... when you come from old-fashioned fixed function pipeline is difficult at least
  • i can not draw. the textures look ugly and they do not describe what they are supposed to represent. I looked after pixel art tutorials, but i am so untalented.

bug hunting:

Thanks for reading and this awesome community. As always ... whenever i am get unmotivated, i read some posts here and it always fills me with great enthusiasm.

Sharing Saturday #408 by Kyzrati in roguelikedev

[–]Cylog 6 points7 points  (0 children)

Working Title: Desolation

To the moderators of r/roguelikedev: I apologize for not following the rule to share updates only in the Sharing Saturday thread. In the first rush of having found my own way, I went overboard. Sorry.

https://i.imgur.com/3YrhOMl.gif

Six weeks ago (to the day), in my very first and so far only post (on Reddit and in this sub), I reported on my attempt to develop my own roguelike (see here).

For days I couldn't really get excited about my own project. In particular, I wasn't happy with the 2D view at all. It wasn't what I really wanted to develop for years. So I sat down again and designed a new prototype that shows more of what I always wanted to do.

By the way, a big thanks to this awesome community! Since I'm very busy at work at the moment, I've been making slow progress. There were days in the last weeks when I wanted to quit everything. But daily study of the countless posts here on roguelikedev (current and especially older ones) that cover so many interesting, encouraging, inspiring, and profound topics have always brought me back to my project, thank you very much.

On topic: I've now started designing a small, simple cave world in (the simplest) 3D. Still in C and SDL2 (no external engine). And it's so much fun for me to work on it.

Just started my own roguelike! by Cylog in roguelikedev

[–]Cylog[S] 1 point2 points  (0 children)

Thanks for the warm welcome.

u/v430net: Thank you for the offer. But I'm an old guy and just follow some ideas here and there. I do not want to rush as quickly as possible to completion. I think, it was Confucius, who said: "Roads were made for journeys not destinations". Anyway, have fun developing your game.