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Posted by fejoa, Feb 23, 2016 at 6:13 am
I am stumped by this. I figured out that you can change the config file (ivan.cgf) outside the game and it will run in fullscreen, but this is only a workaround and on platforms other than windows it works as it should. Anyone got any experience with SDL 2?
Posted by fejoa, Feb 23, 2016 at 4:28 am
4zb4 wrote
Like playerkind CONFIG Spooky
Damn, that's smart. I really hadn't thought of that option. That's likely to be the first thing I try out (You sure you haven't programmed any C before? Could use a mind like yours.)

4zb4 wrote
I still have the sprites I made for the wisdom concept sitting around if you want. Somewhere.
Have you tested them in-game? Just add them to the git repo if you can. Otherwise post the files?
Posted by fejoa, Feb 23, 2016 at 2:20 am
Ok so what do people feel should be next?

I have an idea like this:

0.51:
Fire subsystem 1
Improve boots of kicking
Have ghosts look like the previously deceased player
Mood system
Insect clouds
...? more/less?

0.52:
Damascus steel between meteoric and adamant
Full helmets dampening sound
Ighalli's god system
Tentacles and claws as appendages of the player
Male/female player (?)
...

0.53:
Two heads (?)
...

We could swap things out between versions. For instance, I think insect clouds would be a lot of work, but someone else might have a conceptually simple way to implement this and may easily complete it. If not, then it could be swapped out with Ighalli's god system (seeing as he is in our midst again, and it is an interesting change).
I think the next natural step for me as a programmer would be to tackle the ghost subsystem, and I think it can lead on to some of the other fun ideas in the discussion document in the first post.
Does anyone want to make some progress on the player mood system? Erno, do you have those graphics still handy?
Posted by fejoa, Feb 21, 2016 at 4:27 pm
I saw the latest commit, it makes sense to me now how the game was crashing.
I guess the only way to see how the change to wand of fireballs goes is for people to playtest. fejoa will merge the changes once he gets back from work today

EDIT: Merged, but we can isolate the wm exploding lantern bug for now since we know where the problem lies. At the moment I'm concerned about the toggle full-screen bug in Windows.
Posted by fejoa, Feb 19, 2016 at 7:09 pm
capristo wrote
Any details on how this might work?

Well, there'd need to be badges according to the type of win. I suppose that's the easy part.
Then we'd need to have some minimum requirement on screenshots for submission. Maybe there could be a check-box in the settings where the game automatically generates screenshots when certain events occur: Elpuri dying, Oree dying, etc.
Then once the player reaches the high-score screen displaying a victory, the player gets the option of sending the victory info to attnam.com.

Only downside is it might be open to spam or fraud. I suppose it would only make sense if the player was a forum member...
Posted by fejoa, Feb 19, 2016 at 5:53 am
Ighalli wrote
Wow that was fast! I wont' be able to get it to work tonight (but did start down the road here), but this weekend I'll see if I can make it happen. Thanks a bunch and sorry about my dubious editing advice!

No worries, you're doing great things so keep it up. For myself, I only wish I was better at de-bugging.
Posted by fejoa, Feb 18, 2016 at 5:29 am
There's a post somewhere with the pallette colours for the game in a .pdf attachment.
I use Graphics Gale which is insane because it loads the associated pallette and you can set up a nice 16x16 grid.
Azba: I remember I wrote this four years ago as well, a workflow method for editing the graphics. It's important not to get the pallette muddled

It would be handy to make symbol.pcx m-color enabled, because then we could give the explosion sprite a "main material" and change colours that way...


Batman? wrote
Burning banana peels should cause confusion.

I agree, they should Maybe they should spout a curiously colored smoke as they burn?

Ighalli wrote
I added the ability to make explosions only deal fire damage instead of 1/2 fire + 1/2 physical. Wands of Fireballs and lanterns are the only place that's used.
Will this make for example Mr. Enner harder to kill?

Ighalli wrote
The ignition points strike me as pretty high, since much of the time a creature will die before it's equipment ignites.
It's true that the creatures will die. The ignition points for some exotic materials are deliberately high because explosions can cascade, and there are two values for thermal energy (storage); Transient and Steady-State. Transient acts as a temporary heat storage and if there are multiple explosions then all the fire damage gets accumulated, so you can potentially get hundreds of fire damage accumulating to set dragon hide on fire. Say if you stacked four large mines and stepped on one...
Transient thermal energy dies away in a short space of time, while steady state thermal energy acts as a switch.

Their also tiered according to the explosive power of various ignition sources. I wanted to create a heirarchy of effectiveness amongst materials, so that more advanced materials would generally offer a greater degree of protection. I also made it so if you are wearing spider silk and you carelessly have a direct hit with a big mine, then you better drop your trou' and piss on that armor: the game should punish players for stupidity if they are that far up the tech tree.
Some numbers from research I did into explosions:

Wand of fire balls strike : 20
Wand of fire balls apply : 30
Mine : 37
Izzy : 40
Big mine : 93
Veteran : 112 (adjacent square)
Holy hand grenade : 150


Ighalli wrote
Looks like giant plants (ignition value 3.5) should be able to burn from lanterns, after we add that, so maybe it's about right.
I think so. You have to have pretty good arm strength to smash a lantern, and the best chance of doing that is to smash it against a wall. So the plant needs to be situated against a wall to take advantage of this, which is a less common position since they mostly sprout in the middle of a corridor. I think it is suitably balanced of itself and players can use it as an unusual tactic in times of desperation.
Posted by fejoa, Feb 16, 2016 at 2:40 am
Sorry for double post.

I'd like to draw attention to the mechanism of activation energy. When fire damage is inflicted on an item or character, its materials are tested for their activation energies to decide whether they catch fire or not. The activation energy is pretty much a threshold. If the fire damage inflicted is higher than
0.5*SV + 5*FR
then the item catches on fire. SV stands for Strength Value of a material, and FR stands for Fire Resistance of a material.
Note that a material that is already burnt will have a diminished SV, which means it is slightly easier to catch fire next time around.

Attached is a graph showing some activation thresholds for common materials.
Posted by fejoa, Feb 15, 2016 at 5:03 am
Ighalli wrote
I just opened a PR to make lanterns ignite stuff. It works, in that breaking a lantern over a pile of stuff ignites that stuff, but it still needs some work. If someone could take a look, I'd appreciate it.

Ighalli

Wow Ighalli! So glad you're back! I will take a look at the code and test it out in the coming days Keep on giving us the good stuff.
Posted by fejoa, Feb 1, 2016 at 4:59 am
I must say, the forum architecture is pretty amazing, and it functions well, the way a modern forum should.
I reckon if enough webmeisters deployed it on their sites as a replacement for phpBB and the like, then there's a good chance it will meet with great success.