Archive for category Roguelike Development
Debug Binary Available
Posted by Scautura in Release, Roguelike Development on 24/05/2009
Since I’ve spent a couple of days trying to get back to the point I was with the LibTCOD/Python version of CyberRogue, I’ve managed to get there (or thereabouts). In honour of that milestone, I’ve decided to release a Windows binary to the public. I would never have gotten this far without the help of jice, mingos, and others at the Doryen Library forums, being the C++ newbie that I am. To them, my eternal thanks.
Suffice to say that there are probably many bugs with this, and I will update as time goes on. The current download contains 5 different FOV algorithm versions, used for testing (and fixing my errors).
[Download not found]Boost? More like deflated…
Posted by Scautura in Roguelike Development on 14/05/2009
After fighting for a day with Boost, I’m pretty much going to give up. I’ve finally managed to build the libraries, but I needed to upgrade gcc (MinGW) to 4.4.0 (from CodeBlocks default of 3.4.5, which still works with it, fortunately).
When I import the string algorithms into my own code I get a whole slew of errors (over 50), and when I try the demo code I still get errors (OK, not so bad, just “expected constructor, destructor, or type conversion before ‘(‘ token” on two lines, but it should still work “out of the box” right?) (OK, I’ve got dain bramage… I made a proper program (no output) but I’ve got the “test” working — now to get it working in CyberRogue)
Am I doing something wrong, trying to use two conflicting libraries (LibTCOD and Boost, but I didn’t think they’d conflict?), or is MinGW just not up to the job and I should try CygWin (will LibTCOD work with CygWin?) Maybe I should just stick with what I’ve already got as it works (ain’t broke, don’t fix it approach).
Fixed: OK, maybe I should have just checked my defines — it’s working, yay! Now I just need to use it.
Moving moving moving…
Posted by Scautura in Roguelike Development on 06/05/2009
[Sung to “Rawhide” — at least I think that’s what it is]
In case you hadn’t noticed, I’m moving this project to a new domain — this gives me a lot more control over what I can do with it, including proper anonymous SVN access (I don’t have a real SSL cert yet though — not entirely sure about “anonymous” in a browser, but it works in TortoiseSVN) and a Trac database (same again, and still in the process of being added — this will let you download the source as a zip, however). There will be more to come over the next few weeks, including my efforts on a C++ version of CyberRogue (which, if I can actually get my head around it enough, will become the main version I’ll work on — Python, while nice to work in, doesn’t appear to run fast enough, even with the use of Psyco)
Things might be a little “broken” for a while (I had to change themes as it didn’t survive the migration, but I think this one looks cleaner, somehow) so I’m happy to receive comments on issues.
Your friendly neighbourhood Scautura
More Interface
Posted by Scautura in Roguelike Development on 14/04/2009
I’ve finally had some time to grind some more code out, so I’ve managed to get the interface into a little more shape. Currently, the little @ can move, cast a light (blue is a placeholder so I can compare with “unlit” space) and tell you he’s run into a wall (or some things — currently, because of the way “features” are implemented, corners currently have two walls and tell you that you ran into “some things”) and save/load the game. The config save/load is a bit “ehh” because Python’s config file handling is a bit weird — it won’t deal with having uppercase in the variable name (so “KP8=north” ends up being “kp8=north” but “wibble=WoBbLe” stays the same). I’ll work around it.
Comments on the current interface are welcome.
[Gallery not found]The Warrior’s Solution
Posted by Scautura in Roguelike Development on 06/04/2009
Andrew Doull over at Ascii Dreams made a comment on The Warrior’s Dilemma and how they should differ from magic users (he’s had further comments on this too) to which I responded with my own ideas. Now I’ve had more time to think about it, I figured I’d flesh it out a bit further here. Read more after the break (for clarity). Read the rest of this entry »

