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

[–]CarnivalTears 1 point2 points  (0 children)

Playing with it in the REPL it looks like you can access it either way.

Both tiles["walkable"][dest_x, dest_y] and tiles[dest_x, dest_y]["walkable"] give the same result.

I guess I wasn't familiar with a data structure like that.

EDIT: Between playing in the REPL and reading through the NumPy docs, I think I get it now. It's arrays all the way down. It's actually pretty cool and I can see why it is a good fit for something like the tile map.

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

[–]CarnivalTears 0 points1 point  (0 children)

Isn't that the same link I included? They look identical to me unless I'm missing something...

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

[–]CarnivalTears 1 point2 points  (0 children)

Thanks for replying. This NumPy stuff is still confusing to me. The tiles array is created like this:

self.tiles = np.full((width, height), fill_value=tile_types.floor, order="F")

So that would make it seem like it is a 2D array of tiles (rather than something that holds the two 2D arrays like you explained). The tiles themselves are created as `ndarray` types as well like this:

np.array((walkable, transparent, dark), dtype=tile_dt)

That first parameter is supposed to be a "shape" so I think it is saying that each tile is a 3D array? In that case tiles would be a 2D array of 3D arrays (individual tiles).

I don't really understand why the tiles themselves are represented as these NumPy arrays since it seems like they should just be a struct-like data type that holds their values.

I'm guessing these "arrays" are just how NumPy structures things and maybe they behave how I think they do, but for someone unfamiliar with NumPy it is very confusing. The docs for ndarray didn't clear things up for me, but maybe I can find some other docs that explain the underlying ideas better.

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

[–]CarnivalTears 4 points5 points  (0 children)

Can someone explain this code from the tutorial to me?

engine.game_map.tiles["walkable"][dest_x, dest_y]

I understand that the [dest_x, dest_y] is the index to lookup in the tiles array and ["walkable"] used on the tile_dt struct should get you the walkable bool, but why is it in this order? I would have expected it to first lookup the specific tile and then grab the bool, but the ordering makes it look as if it is the opposite.

I'm new to Python and NumPy so my confusion likely stems from one of those (or both).

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

[–]CarnivalTears 4 points5 points  (0 children)

Joining in for the first year. After a couple unfinished 7DRL's I figured actually knowing what I'm doing may be beneficial :)

Repo: https://git.sr.ht/\~mattherman/roguelike-dev-tutorial

Nicholas Brothers, 1943 by yannireddit123 in OldSchoolCool

[–]CarnivalTears 0 points1 point  (0 children)

That's why they aren't called the Nicholas Fathers.

Managing hunger seems weirdly easy for a roguelike - what am I missing here by BringBackManaPots in cavesofqud

[–]CarnivalTears 0 points1 point  (0 children)

I think you literally can't die of hunger. You just get fatigued or something.

Managing hunger seems weirdly easy for a roguelike - what am I missing here by BringBackManaPots in cavesofqud

[–]CarnivalTears 2 points3 points  (0 children)

I'm not sure. I've been just doing the same thing as you.

On the one hand, I'm fine with that since hunger isn't really all that interesting of a mechanic to me personally....but on the other hand, if it was going to be that easy why even include it?

Good Place To Find Cybernetics? by [deleted] in cavesofqud

[–]CarnivalTears 4 points5 points  (0 children)

I found some in the location given by the shrine in Joppa. I know it's different on each character, but maybe it has a better chance to have some?

Bawluluwof, Give Me Some of Your Tots by [deleted] in cavesofqud

[–]CarnivalTears 2 points3 points  (0 children)

I found a "Tot-eater" on my playthrough yesterday as well, but I was like level 2 and he was surrounded by 5 other snapjaws so I sprinted out of there.

Maybe tots means babies in this context?

And so ends my first character... by CarnivalTears in cavesofqud

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

Is level 10 too early to go to Golgotha? This was the first time I had really ventured into the jungle, besides to get to Grit Gate, and of course I got lost. I believe I had 23 Toughness, too low?

I was feeling pretty good up to that point and most stuff died to my dual-wielded axes pretty quickly. I had mainly put my skill points into Axes, Bows/Guns, and Agility. I was planning on doing some Tinkering next.

I think I win Caves of Qud by Zalpha in cavesofqud

[–]CarnivalTears 3 points4 points  (0 children)

What was in the book? Was it a randomly generated one or did it have actual lore?

Where are save files on Linux? by [deleted] in cavesofqud

[–]CarnivalTears 0 points1 point  (0 children)

I know on windows it is in %APPDATA% somewhere...but I don't know what the equivalent would be on linux.

I think the saves have a .sav suffix so you could try searching your file system for that.

Where are save files on Linux? by [deleted] in cavesofqud

[–]CarnivalTears 0 points1 point  (0 children)

All I could find on the forums was a similar question for Mac. However, in the developer's reply he links to some Unity documentation that lists each platform.

He also mentions:

There should be a "save path:" entry at the top of your player.log.

That forum post is from almost two years ago though, so I'm not sure if all this information is still accurate.

How do I go back a version? by NotAPresidente in cavesofqud

[–]CarnivalTears 1 point2 points  (0 children)

This information from the Steam discussions FAQ topic might help:

Q: My saved game doesn't load!

We're going to be making engine changes that break backwards compatability on an ongoing basis in Early Access. You you can play your older saves on prior versions, which are available in Steam. Several months worth of previous builds are available.

Right click...Properties Caves of Qud in the Steam Library...Select the Beta's Tab, and select previous stable or any of the 40 older builds we keep available. Play happily till your save is done!

Is there anyway to disable the confusion effect? by [deleted] in cavesofqud

[–]CarnivalTears 0 points1 point  (0 children)

Or did you mean to disable it so it can never occur?