A Valid Opinion

October 25, 2009

Geyser are Geyme! (Yeah I know that way leyme)

Filed under: Programming — Epitaph64 @ 5:22 pm

Different Geyser Phases

Different Geyser Phases

As you can see, there are no geysers inside the game! These will be used for a variety of different things in the final game, such as recharging fuel cells, to propelling you to higher altitudes (if there’s a rock on top to protect you from the burst of fire hot steam that is!) Otherwise, they will cause you great pain if you touch them unprotected!

A series of geyser sprites

A series of geyser sprites

October 22, 2009

When will Windows XP be useless?

Filed under: Reviews — Epitaph64 @ 8:43 pm

So, with Windows 7 now live, one has to wonder: when will Windows XP finally kick the bucket for good? Windows 7 is poised to get at least a few of them to upgrade, but will it really be the bombshell release Microsoft needs to get windows users to be paying windows users? In my opinion, there are 3 changes that would be beneficial in getting more people to switch to windows 7 from XP.

(more…)

October 21, 2009

It has… Evolved!

Filed under: Programming — Epitaph64 @ 12:13 am

Well, this project is going in all the right directions, and since I have learned quite a bit of programming now I may ACTUALLY finish it! The unwritten goals for this projects are: randomly generated areas (pretty much all that this demo shows off so far) and high score via intense arcade like action (not yet added :P ) Anyways, you can download the demo here (shows off the map generation I have going in a fancyish way) Also, you can hit ‘r’ while viewing the demo to generate a new random map. This has taken me about… 8-9 hours at this point (to make the generation algorithm, which I then ported from C++ to Java because I wanted to use graphics and I only know how to in Java thus far.) Here’s a screenshot for the only slightly curious:

chunkThis is only a portion of the screen, mainly since I wanted to retain the full zoom level and still show what the generator is capable of somewhat. Download the .rar file though to experience all that it has to offer (not much yet!)

October 20, 2009

Roguelike, graphical redux

Filed under: Programming — Epitaph64 @ 3:34 pm

I’ve been fooling around with the script some more. Here is the game with a very basic tileset I made.

screen6

October 17, 2009

New dungeon style

Filed under: Programming — Epitaph64 @ 5:23 pm

Added a chance to generate a worn dungeon floor. These basically (for now) are rooms that have been carved away by time, and are less uniform than your average floor.

screen4

October 16, 2009

Mmmm dungeon stew…

Filed under: Programming — Epitaph64 @ 7:44 pm

Just what is my new dungeon algorithm capable of? See for yourself!

generator

Minor roguelike update

Filed under: Programming — Epitaph64 @ 2:19 pm

So, been continuing to fool with the source, and now there are doors and a recursive checker in place to make sure that each floor is of a desired size (to easily weed out floors that are too small.)

screenroguelike2

October 15, 2009

pdcurses Experimentation

Filed under: Programming — Epitaph64 @ 6:53 pm

So, I’ve been twiddling my thumbs, so to speak, for the last month or so. However, I have been learning some VB.net and C++ in my classes, and today, decided to get pdcurses up and running. I managed to get a basic terminal output, and began working on a minor experiment of a roguelike map generator. I most likely won’t make a full blown roguelike, but it’s still fun to experiment!

Untitled

The plus signs in the middle of each room are still left because I am using them as markers of where the middle of each room is. Right now I’m working on making a recursive function to determine if any rooms are disconnected from the main dungeon, so as to exclude down/up stairs from them, and perhaps make them vaults or other special rooms requiring teleportation or digging to get to them.

Blog at WordPress.com.