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Messages - tinyweldingtorch

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Your projects / Re: Solarus - Rogue Like Features
« on: August 11, 2014, 02:00:19 PM »
Hey Christopho!

If I said I wanted to get rid of project_db.dat what would you think?

At the moment I have to define each map in there.  Works great for normal Zelda games but a fair number of rogue-likes don't have an explicit number of maps.
Some are infinite and will just keep generating new ones the further you go down the dungeon.  Others a random range, for example there will be 5 to 10 levels in the game.  And so on.

Also I would say, just let the file system keep track of files.  You already have a sprites directory structure, why do you need to list out each of those sprite files in project_db.dat?

Anyway, just wanted to get your thoughts on the matter.

Your projects / Re: Solarus - Rogue Like Features
« on: July 07, 2014, 03:48:53 PM »
Hey, hkeeble!
If you want, just send me your pubic ssh key and I'll set you up in the red-solarus project.
I'll probably work at a much slower pace than you'll need for your research but maybe it will be useful.

At the moment I'm working on the editor changes that Christopho suggested.  Should be finished in a week or so.  Real life =)

From what I seen so far, it will be easiest to start with plain old rooms and hallways and spawn monsters based off of the players health level. But don't let me stop you.

tinyweldingtorch at gmail dot com

Your projects / Solarus - Rogue Like Features
« on: July 02, 2014, 02:01:32 PM »

I've always been interested in random /  / procedurally map generation.  A major feature in rogue likes (see NetHack).
And since I've always loved Link to the Past, I'd thought I'd try to merge the new genres together.
Yeah, not easy.

Lacking any real direction, I just jumped in and started hacking on stuff.

My first change is supporting strings as tile ids.
Its backwards compatible so integers (in existing quests and output from quest editor) will still work.

Git Repo:
Please remember to use the red-solarus branch!

Note that I haven't used C++ in a very long time and only the second time I've used Lua so I may have made some mistakes.

My next task is to actually play ZSDX to get a better feel for the engine (no really).
Then to build another sample quest with multiple maps, still static.
And so on.


General discussion / Re: Gamepad support?
« on: June 20, 2014, 03:42:13 AM »
I had the same problem with mine; where the guy kept moving after the joystick was centered.

It turns out the culprit was joy2key.

For some reason it has autorepeat turned on by default, so lots of arrow key press events were being queued up (lots!).

Add '-autorepeat 0' to your .joy2keyrc file.

David A. Redick

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