Guild v1.02 release

Antoine

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Hi all,

Guild 1.02 now available at guildgame.com,

Here are the changes from the previous version, mostly based on helpful
hints from ABCGi and Nolithius:

-All cheat commands removed
-New 'all characters leave level' hotkeys, U and D - there are in-game
hints to use these and the manual also recommends them
-Keymapping - see the \lib\keymap directory [this is a new feature and
feedback would be appreciated]
-You can now rename your characters
-You can give an order to yourself, which comes in handy at times
-Pick up an item, or a stack of items, without leaving the main screen
-Experimental new ADoM-style equipment screen - hit @ to access this
[again this is a new feature and feedback/bugreps would be appreciated]
-Your PC turns red if they are on low hp
-Slow and unprotected characters get warning messages on the status
display
-Combat stats are displayed on a more readable scale
-When your rogue is primed to backstab, their attack stat turns yellow
or red
-Dungeon level is displayed in the status bar
-Command to take off a weapon or armor is now r instead of q
-Various small interface fixes

Enjoy,
A.

P.S. Still waiting for the first YAVP!
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.misc,rec.games.roguelike.development (More info?)

Antoine wrote:
> Hi all,
>
> Guild 1.02 now available at guildgame.com,
>
> Here are the changes from the previous version, mostly based on helpful
> hints from ABCGi and Nolithius:
>
> -All cheat commands removed
> -New 'all characters leave level' hotkeys, U and D - there are in-game
> hints to use these and the manual also recommends them
> -Keymapping - see the \lib\keymap directory [this is a new feature and
> feedback would be appreciated]
> -You can now rename your characters
> -You can give an order to yourself, which comes in handy at times
> -Pick up an item, or a stack of items, without leaving the main screen
> -Experimental new ADoM-style equipment screen - hit @ to access this
> [again this is a new feature and feedback/bugreps would be appreciated]
> -Your PC turns red if they are on low hp
> -Slow and unprotected characters get warning messages on the status
> display
> -Combat stats are displayed on a more readable scale
> -When your rogue is primed to backstab, their attack stat turns yellow
> or red
> -Dungeon level is displayed in the status bar
> -Command to take off a weapon or armor is now r instead of q
> -Various small interface fixes
>
> Enjoy,
> A.
>
> P.S. Still waiting for the first YAVP!

http://guildgame.com

Great, look forward to playing it later!

--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
 

Antoine

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> > exciting development - a graphixx version may be coming out (in a few
> > months)!
>
> No worries - thanks very much for the game. Graphical version sounds
> like fun (using an existing tile set?).

No, a new tileset to be developed. We're in the throwing-ideas-around
stage at the moment. Some purpose-built splash screens and backgrounds
to do as well - and sound effects - and perhaps some in-game
animations.

Any recommendations for a graphics package, anyone? Multiplatform, for
Visual C++ 6.0, and supporting keyboard and mouse input, bitmapped
graphics, simple animations, and sounds?

A.
 

Antoine

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Antoine wrote:
> > > exciting development - a graphixx version may be coming out (in a few
> > > months)!
> >
> > No worries - thanks very much for the game. Graphical version sounds
> > like fun (using an existing tile set?).
>
> No, a new tileset to be developed. We're in the throwing-ideas-around
> stage at the moment. Some purpose-built splash screens and backgrounds
> to do as well - and sound effects - and perhaps some in-game
> animations.
>
> Any recommendations for a graphics package, anyone? Multiplatform, for
> Visual C++ 6.0, and supporting keyboard and mouse input, bitmapped
> graphics, simple animations, and sounds?
>
> A.

Sorry, I misspoke - should have said 'supported by' MVC++.

A.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Man, you're just asking for a flame fest between
SDL and allegro fans ;)

Try both !

T.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Antoine wrote:
>>>exciting development - a graphixx version may be coming out (in a few
>>>months)!
>>
>>No worries - thanks very much for the game. Graphical version sounds
>>like fun (using an existing tile set?).
>
>
> No, a new tileset to be developed. We're in the throwing-ideas-around
> stage at the moment. Some purpose-built splash screens and backgrounds
> to do as well - and sound effects - and perhaps some in-game
> animations.
>
> Any recommendations for a graphics package, anyone? Multiplatform, for
> Visual C++ 6.0, and supporting keyboard and mouse input, bitmapped
> graphics, simple animations, and sounds?

Three letters:
ES-DEE-EL (SDL)

You won't need anything else.
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Shadows universe is non-heroic, unfair, cruel and designed to
start playing on your nerves and sanity." -- Anubis
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

(oh, there may come up a guy shouting "Allegro" or smth. Feel free to
ignore him ;-))
--
At your service,
Kornel Kisielewicz (charonATmagma-net.pl) [http://chaos.magma-net.pl]
"Shadows universe is non-heroic, unfair, cruel and designed to
start playing on your nerves and sanity." -- Anubis
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

ABCGi wrote:
> Antoine wrote:
> >>>exciting development - a graphixx version may be coming out (in a few
> >>>months)!
> >>
> >>No worries - thanks very much for the game. Graphical version sounds
> >>like fun (using an existing tile set?).
> >
> > No, a new tileset to be developed. We're in the throwing-ideas-around
> > stage at the moment. Some purpose-built splash screens and backgrounds
> > to do as well - and sound effects - and perhaps some in-game
> > animations.
> >
> > Any recommendations for a graphics package, anyone? Multiplatform, for
> > Visual C++ 6.0, and supporting keyboard and mouse input, bitmapped
> > graphics, simple animations, and sounds?
>
> Remember that graphics work can chew up a lot of time. Might be
> good to use a pre-built tile set first and then replace each
> tile as you get new ones drawn? So as not to hold up the dev
> process?

I think that's probably the best course of action, or even waiting to
release a graphical version until all of the graphics are finished.

While I'm creating the tiles and would love to see 'em out in the next
version, I'm also dying to play the latest update as well. *grins*
Unfortunately, I know nothing about coding, so how the graphics are
going to actually be incorporated is on Antoine's shoulders.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Antoine wrote:
>>>exciting development - a graphixx version may be coming out (in a few
>>>months)!
>>
>>No worries - thanks very much for the game. Graphical version sounds
>>like fun (using an existing tile set?).
>
> No, a new tileset to be developed. We're in the throwing-ideas-around
> stage at the moment. Some purpose-built splash screens and backgrounds
> to do as well - and sound effects - and perhaps some in-game
> animations.
>
> Any recommendations for a graphics package, anyone? Multiplatform, for
> Visual C++ 6.0, and supporting keyboard and mouse input, bitmapped
> graphics, simple animations, and sounds?

Remember that graphics work can chew up a lot of time. Might be
good to use a pre-built tile set first and then replace each
tile as you get new ones drawn? So as not to hold up the dev
process?

--
ABCGi ---- (abcgi@yahoo.com) ---- http://codemonkey.sunsite.dk
..Hajo's H-World - RogueLike/RPG Engine SourceForge Project...
.......Downloads - https://sourceforge.net/projects/h-world...
............Home - http://h-world.simugraph.com...............
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.development (More info?)

Antoine <mail@guildgame.com> schrieb:
>> * Pressing ctrl 1,2,3,4 to change characters would be quicker than
>> 'C'
> [embarrassed] Don't know how to take control-characters from the input
> system! Will look into it.

By the way, you *should* be able to read them in like normal characters.
You just have to figure out what the resulting value is (by outputting
(int)GetCh() and pressing the appropriate ctl-key).

--
Jim Strathmeyer
 

Antoine

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Jim Strathmeyer wrote:
> Antoine <mail@guildgame.com> schrieb:
> >> * Pressing ctrl 1,2,3,4 to change characters would be quicker than
> >> 'C'
> > [embarrassed] Don't know how to take control-characters from the input
> > system! Will look into it.
>
> By the way, you *should* be able to read them in like normal characters.
> You just have to figure out what the resulting value is (by outputting
> (int)GetCh() and pressing the appropriate ctl-key).

Yeah, I went and checked this out. However I decided to go with F1, F2,
etc, instead...

A.
 

Antoine

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schister8503@hotmail.com wrote:
> ABCGi wrote:
> > Antoine wrote:
> > >>>exciting development - a graphixx version may be coming out (in a few
> > >>>months)!
> > >>
> > >>No worries - thanks very much for the game. Graphical version sounds
> > >>like fun (using an existing tile set?).
> > >
> > > No, a new tileset to be developed. We're in the throwing-ideas-around
> > > stage at the moment. Some purpose-built splash screens and backgrounds
> > > to do as well - and sound effects - and perhaps some in-game
> > > animations.
> > >
> > > Any recommendations for a graphics package, anyone? Multiplatform, for
> > > Visual C++ 6.0, and supporting keyboard and mouse input, bitmapped
> > > graphics, simple animations, and sounds?
> >
> > Remember that graphics work can chew up a lot of time. Might be
> > good to use a pre-built tile set first and then replace each
> > tile as you get new ones drawn? So as not to hold up the dev
> > process?
>
> I think that's probably the best course of action, or even waiting to
> release a graphical version until all of the graphics are finished.

That said, there is going to be quite a holdup in terms of recoding the
interface (a learning curve for me), so I think both aspects of dev
will take a while...

> While I'm creating the tiles and would love to see 'em out in the next
> version, I'm also dying to play the latest update as well. *grins*

Which will come out tomorrow, I hope, with your suggestions
implemented...

A.