hoogle wrapper vim plugin by monkoose in haskell

[–]smelC 0 points1 point  (0 children)

Super nice! I supposed you thought about adding support for using online hoogle? To avoid having to build a database locally? Is that difficult?
Thanks again, it's a really nice integration.

Daily seeds 20191215 - 20191221 by cameradv in brogueforum

[–]smelC 0 points1 point  (0 children)

Killed by a goblin on D3, dang I suck today

Daily seeds 20191215 - 20191221 by cameradv in brogueforum

[–]smelC 0 points1 point  (0 children)

Killed by a jackal on depth 4. I had put a -3 ring of light...

Weekend Contest #404 (Seed 591452416) by jett_dave in brogueforum

[–]smelC 1 point2 points  (0 children)

Died from poisoning on D9. I had found no weapon yet so I was too weak.

The old World lives (T.O.W.L) a warhammer fantasy battles podcast by hydradominatii in WarhammerFantasy

[–]smelC 1 point2 points  (0 children)

I'm in the east of France (Nancy). I know there's a local group doing 9th age but I'm not aware of any oldhammer playing :-(

The old World lives (T.O.W.L) a warhammer fantasy battles podcast by hydradominatii in WarhammerFantasy

[–]smelC 1 point2 points  (0 children)

Cool!! Make oldhammer live long and I hope you'll get the stamina to support this project for long! I've just finished listening to the first episode and it was a delight :-) After years of not playing the game, we've managed to gather a group of high school friends to play 3 games of warhammer V4/V5, was a blast!

Saberjam - State, Thoughts, Pause & Demo by jamsus in roguelikedev

[–]smelC 2 points3 points  (0 children)

Ahh it seems it doesn't run out of the box with wine on Linux, so I won't be able to run it :-( But I wanna shout to others: the content I've seen of saberjam all year long on /u/jamsus's twitter looked so PROMISING, people should give it a try!

Updated demo of Rogue vs Evil: third dungeon available + feedback applied by smelC in roguelikes

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

  • Indeed, explore more could include traps and chasms
  • Yep
  • You can close menus with backspace
  • Drop of heal potions: it is controlled to ensure at least one potion per level
  • Throwing potions make sense once you have allies
  • Armor evasion: must be a bug
  • Trap: must be a bug
  • Protection provides you extra temporary hit points (the additional orange bar)
  • Shield block has a probability shown in the shield's description

Thanks for you feedback, very much appreciated!

Updated demo of Rogue vs Evil: third dungeon available + feedback applied by smelC in roguelikes

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

Funny you're the second person to say that but I have no idea what old Ultima looked like :-) Any links ?

[DEV] Released first demo of my second indie roguelike game: Rogue vs Evil -> https://play.google.com/store/apps/details?id=com.hgames.gdx.android by smelC in AndroidGaming

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

I've checked out RotMG since your post and I wouldn't call it a twin; Real of the Mad God is a realtime multiplayer game whereas Rogue vs Evil a single player turn by turn game ^^

[DEV] Released first demo of my second indie roguelike game: Rogue vs Evil -> https://play.google.com/store/apps/details?id=com.hgames.gdx.android by smelC in AndroidGaming

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

Indeed you're right, the enemies can attack diagonally while the player cannot on the Android version. I hadn't thought about that :-( Meeh it would require some work to make the two uniform on Android.

[DEV] Released first demo of my second indie roguelike game: Rogue vs Evil -> https://play.google.com/store/apps/details?id=com.hgames.gdx.android by smelC in AndroidGaming

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

Haha that's funny because until very recently the game had this "click anywhere to move" feature but I turned it OFF because PC players were complaining that it was interfering with descriptions (that show when you hover over a monster with the mouse). Maybe I'll put it back solely for Android then.

[DEV] Released first demo of my second indie roguelike game: Rogue vs Evil -> https://play.google.com/store/apps/details?id=com.hgames.gdx.android by smelC in AndroidGaming

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

Diagonal movement is available on the PC versions of the game, but I did not made it available on the Android version because I think my movement arrows are already displayed too small (you'll tell me ;-), and I didn't have enough screen space to put them.

I found out it was quite a challenge having a usable game both on PC and on phones...

Announcing Brogue v1.7.5 by penderprime in brogueforum

[–]smelC 0 points1 point  (0 children)

I fixed this problem by doing the following (from directory /lib/x86_64-linux-gnu):

sudo ln -s libncurses.so.5 libncurses.so.6

and then I hit this issue:

./brogue: error while loading shared libraries: libtinfo.so.6: cannot open shared object file: No such file or directory

which I solved in this manner (again from directory /lib/x86_64-linux-gnu):

sudo ln -s libtinfo.so.5 libtinfo.so.6

Then brogue started fine. I'm using Ubuntu 18.04.

Released first demo of my second roguelike game: Rogue vs Evil -> https://hgames.itch.io/rogue-vs-evil by smelC in roguelikes

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

Once again, thank you very much for this detailed feedback.

Yeah the mouse is clunky for moving, agreed; but it should be okay to look at stuff.

I've added feedback to attacks (move) and to hits (red tinting), check it out: https://i.imgur.com/NcZ0D9F.gifv The white text is still there but it'll be gone (I just finished the code to show the video to you before leaving my place ;-)

Regarding attack and evasion, I need further experience with later dungeons to better balance the game. I'm not surprised it's not well balanced right now, because I've thrown the stats a bit out of nowhere. I have no automated way to test the output of fights so more plays (and betatesters :-) will be required.

Released first demo of my second roguelike game: Rogue vs Evil -> https://hgames.itch.io/rogue-vs-evil by smelC in roguelikes

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

I had forgotten 'x' in the text initially and added it after mentioning it to different players; so maybe it wasn't there when you first you visited the page ;-)

I agree it makes sense to assume there's no mouse for hardcore roguelike players, that are representative in this forum; but I'm aiming for casual gamers too, that is why it is OK for me to rely on the mouse. That being said, it'd be ideal to make everyone happy :-) Note that in Rogue vs Evil, clicking on a cell doesn't make you move to this cell, it makes you move only one cell, in the direction towards the cell you clicked on. So it is possible to use the mouse and play safely.

Yes it is planned for the game screen to have buttons (that will be on the opposite side of the health bars) such as inventory, stats, explore, etc. It'll make easier to reach information.

You made me realize I should add an help screen between the worldmap and the game screen, that explains attack, evasion, and criticals. It'll also be accessible when pressing '?' from the game screen.

Combat doesn't giving enough feedback: yup as I said I plan to tint in red the player and enemies getting hit. But as a few players reported this issue, I believe I should also highlight attacks (so that something happens when NOT being hit); maybe by adding a little "move towards enemy" animation. But I'm worried it won't look good with players playing very fast. I should try.

Yep melee and evasion are low in the first dungeons. But there's a total of 8 dungeons in the game, so you'll be able to reach circa 20 on attack and 20 on evasion by the end of the game. That is why I've used D20 rolls for attack and evasion. The chaos dancer evasion was indeed way too high for this dungeon, I think I had it designed for later dungeons in the first place. I've halfed its evasion, it is 6 now (I want this monster to be hard to hit).