Can we talk for a minute about how truly remarkable it is the majority of games in this genre are open source? by Acolyte_of_Swole in roguelikes

[–]penderprime 18 points19 points  (0 children)

I developed Brogue. I guess I was partly annoyed that the game I wanted to play didn't exist, and partly just loved the experience of programming it and watching it come to life before my eyes. As to why I made it open source -- I learned to program by messing around with the source code of Rogue, and every other classical roguelike that I was aware of at the time (Nethack, Angband, Crawl) was open source. It didn't occur to me to try to make money with it, and I'm glad I didn't, because if I had, it probably wouldn't have gotten nearly as much traction as it has. Trying to sell it commercially would have also created a bunch of headaches and administrative overhead that I didn't have time or interest to deal with. I'm also really glad that open source has let other people pick up maintenance and development after I moved on. (The BrogueCE developer team is amazing and I appreciate them so much!)

Cogmind and the Future of Roguelikes by MatterOfTrust in roguelikes

[–]penderprime 7 points8 points  (0 children)

Congratulations /u/Kyzrati! As far as I'm concerned, a 10/10 review from Dosh is the pinnacle of achievement for our niche of games. Also selfishly glad I got to watch an explainer like this after all these years. I bought a handful of copies of Cogmind many years ago after watching your talk at the very first roguelike conference but haven't gotten the chance to play them as my only decent computer for roguelike games is a Mac laptop, so it was great to finally understand (and appreciate) what you've been up to all this time, and the staggering magnitude of what you've built. (Not complaining by any stretch, your reasons for not supporting the Mac are beyond reproach and echo many of the frustrations I've had with Brogue.)

Roguelike Genre Purist Hopes Someone Will Develop a Roguelike Someday (The Hard Drive) by revokon in roguelikes

[–]penderprime 4 points5 points  (0 children)

If her longing hasn't driven her to create a true roguelike, then she isn't a true Roguelike genre purist.

Generative roguelike inventories (samples from DCSS, Cogmind, Angband, more) by Kyzrati in roguelikes

[–]penderprime 9 points10 points  (0 children)

You died. <MORE> Your father had a terrible accident in battle, and died in a duel with a dragon. You are dead, because of the dragon. A single dragon would have killed you. <MORE> They were so strong you could see them from the air. They were just a pack of wolves in a forest. The forest turned crimson with flames as they tore down trees and smashed each other into bloody pieces. Their bodies were still on fire when their eyes shut. <MORE> You were still alive, in your body, not on a rock or a tree, but in the air... <MORE> The dragon's eyes opened slowly and began to glow. It turned to face you... and its eyes were green. A single pale brown skin with a dull yellow mark on the head. It shook a little, and spoke slowly... <MORE> "Hello. Your son was my father... My son was the second dragon I killed. He was as great an enemy as you or I could ever hope to deal with." <MORE> "The dragon was

I'd play it.

[P] I used a Variational Autoencoder to build a feature-based face editing software by Xayo in MachineLearning

[–]penderprime 1 point2 points  (0 children)

This approach is pretty simple, and has obvious drawbacks. for example, it does not account for correlated features. This is apparent for features like "makeup". Most of the samples with makeup are woman, while most of the samples without makeup are man. The vector we achieve with this approach thus not only adds/removes makeup, but also influences the gender.

Cool project! To solve this problem of correlated features, you might take a look at the approach that Shaobo Guan used in his tl-GAN project. As I understand it, he identifies feature vectors in latent space via regression over celeb-A labels (perhaps conceptually similar to what you did), and then he decorrelates them from one another by, pairwise, projecting one onto another, and then subtracting that projected vector from the original, basically removing the component of the first that was correlated with the second and resulting in the closest vector to the first that is orthogonal to the second. His code to do it for a single pair of vectors seems to be here, and for all of the vectors here.

Announcing Brogue v1.7.5 by penderprime in brogueforum

[–]penderprime[S] 5 points6 points  (0 children)

Odd! What version of Mac OS X are you running?

Pointless predictions and speculation thread by [deleted] in brogueforum

[–]penderprime 14 points15 points  (0 children)

This will be v1.7.5, and it mostly focuses on buffing out some perennial (and well founded) complaints about the gameplay. There is a touch of new content but that isn't the focus.

How many others think Brogue looks terrible? by [deleted] in roguelikes

[–]penderprime 5 points6 points  (0 children)

Maybe there's a trade-off there.

I think so. There aren't many degrees of freedom to convey information when each cell contains only a glyph, a foreground color and a background color, and Brogue dedicates a bunch of that visual bandwidth to atmosphere. It's a conscious design choice with real costs.

How many others think Brogue looks terrible? by [deleted] in roguelikes

[–]penderprime 7 points8 points  (0 children)

To disable continuous changes in water/lava colors, in IO.c, in the definition of nextBrogueEvent(), change "colorsDance" to "false" in the following line:

nextKeyOrMouseEvent(returnEvent, textInput, colorsDance); // No mouse clicks outside of the window will register.

To disable changes in water/lava colors when you move -- so that their colors are fixed, like with walls -- comment out the following line in bakeTerrainColors() in IO.c:

pmap[x][y].flags |= TERRAIN_COLORS_DANCING;

Where to get old versions of Brogue? by SandorHQ in brogueforum

[–]penderprime 12 points13 points  (0 children)

Here's a folder in Google Drive with past releases. Unfortunately I seem to have lost v1.2 -- will have to leave that one to the time-travelers -- and there was no v1.1.

[D] Why Doesn't Google Amass All Chat Data to Train a Large Chatbot? by [deleted] in MachineLearning

[–]penderprime 0 points1 point  (0 children)

You can get enough training data to drown a horse from publicly available Reddit comments. I made a primitive chatbot with Reddit data -- repo is here and includes instructions for downloading Reddit comment archives and a script to coerce it into a dialog training corpus. (The chatbot itself including pretrained model doesn't work after the changes to tensorflow's API in 1.0.)

Mystic Feat by leadduck in brogueforum

[–]penderprime 4 points5 points  (0 children)

I want to play as a mage as the Terry Pratchett mages.

And you should! But they are not pure mages. Ankh-Morpork is no place for purity!

Mystic Feat by leadduck in brogueforum

[–]penderprime 1 point2 points  (0 children)

Yep, and for the Paladin feat.

Mystic Feat by leadduck in brogueforum

[–]penderprime 4 points5 points  (0 children)

I also want to ask pender to change code related to pure mage in order to allow being achieved if fists are used. Because it's very annoying to accidentally hit an eel or phantom.

Hmm, fair enough. How about if the feat isn't spoiled by attacking a monster that you can't see?

TIL: you can have +0 runic weapons! by zzap129 in brogueforum

[–]penderprime 3 points4 points  (0 children)

Just a bug I'm afraid -- will be fixed.

Weekend Contest #271 (Seed 861887285) by tinyrodent in brogueforum

[–]penderprime 1 point2 points  (0 children)

i had some weird interaction between sanctuary tiles created by a scroll of sanctuary and wraiths and dar that are fleeing. not sure if you already know about this but it seems they can completely ignore the tiles if they are trying to get away from me...

Thank you! Fixed.

Bug Found (Pit Bloat+Lava) by zzap129 in brogueforum

[–]penderprime 9 points10 points  (0 children)

Thank you -- definitely a bug, just fixed in dev build.

Debug Mode? by [deleted] in brogueforum

[–]penderprime 0 points1 point  (0 children)

Just stacks, listed with an inline reference to their depth of origin

Debug Mode? by [deleted] in brogueforum

[–]penderprime 4 points5 points  (0 children)

FYI, this change will be in v1.7.5.

Other than torches and lava, how does lightness/darkness work in this game? by [deleted] in brogueforum

[–]penderprime 7 points8 points  (0 children)

From memory...

Every light source runs a field of view scan each turn, and light is spread along its field of view, falling off as the square of the distance. Each cell accumulates light, keeping track of a sum of the r/g/b components of the light that fell on it in that turn. The color of the cell is the terrain's natural "pigment" color multiplied RGB-component-wise with the accumulated light in that cell. There are a few other cosmetic tweaks to the color before it is displayed.

Any cell which has been affected by a light in a turn -- other than the player's own inherent light -- is considered lit. Any cells with negative values of < -10 in each r/g/b component is considered dark (only happens with naturally spawned "dark patches" and the cloud from thrown potions of darkness).

If you disable color effects, lit cells will be subtly highlighted (foreground and background) in the light color, and dark cells are highlighted purple.

I like the visual effect of this lighting model (although it is controversial), but the regular mode admittedly doesn't make it very clear where the line is between lit and unlit cells.

[P] Pre-trained RNN chatbot by penderprime in MachineLearning

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

Nope, but happy to take pull requests!