Search found 51 matches

Monday, 31st March 2014, 21:39

Forum: Crazy Yiuf's Corner

Topic: Free Hugs!

Replies: 105

Views: 21130

Re: Free Hugs!

A few years ago I drew some fanart depicting the star-crossed romance between Trog and Sif:

Spoiler: show
Image


Should I submit it as a splash screen?

Wednesday, 14th March 2012, 23:21

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Thanks for doing that. Items tab is within a whisker of being finished. Let me know if I can organize the information better - Wensleydale was talking about having identical text fields marked as such. Not that you shouldn't thank nicolae, but you especially shouldn't thank me, as the one who's had...

Monday, 30th January 2012, 02:29

Forum: Game Design Discussion

Topic: 0.10 beta for WebTiles?

Replies: 6

Views: 1229

Re: 0.10 beta for WebTiles?

Creating a continuously-updated webtiles trunk might be on the agenda for some future date, but up until this point its only developer (edlothiol) has been busy working to achieve feature parity with both local tiles (mouse support) and console mode (ttyrec playback). As ever, if there's some featur...

Thursday, 29th December 2011, 01:07

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Furthermore, I would be surprised if Courier New (or, for that matter, any default fixed-width font on any machine in this hemisphere) featured support for Japanese glyphs. Webtiles might still be able to get by with the inherent font substitution capabilities of web browsers, but for now it's proba...

Wednesday, 28th December 2011, 14:36

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

I added more descriptions for altars, traps, stairs, hatches etc. Also, I would like to know, how much in-game space is there for the quotations texts (spaces in row and lines)? Please limit quote text (including attribution lines and such) to at most 20 lines, where each line may be at most 80 cha...

Tuesday, 27th December 2011, 22:03

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Monster descriptions patch part deux is complete, submission to dpeg for review forthcoming. There are still a handful of monsters whose descriptions I felt could be better; as ever, these have been marked with "no" in their description review column for easy perusal, and comments left on ...

Tuesday, 27th December 2011, 16:49

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Starting work on finishing off the monster descriptions today. Are there any grey-background cells that you know of that have been edited but have not had their background changed to blue? I've noticed there's a few blue-background cells that have not had their corresponding `status` cell changed fr...

Monday, 26th December 2011, 19:30

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

What a coincidence, I've actually taken advantage of the holidays to finish up the suggested revisions from dpeg's last round of criticism. The patch is in his mailbox right now. In the meantime, here's the list of his criticisms that are more editorial in nature, that I leave for your perusal: Ther...

Saturday, 19th November 2011, 02:29

Forum: Contributions

Topic: TILE REQUEST: Moth of Delusion

Replies: 7

Views: 1745

Re: TILE REQUEST: Moth of Delusion

Awesome, I like it. :) You don't need to submit it to the mantis, I'll submit it as part of my Moth of Frailty patch (which might not be for a while, though).

Thursday, 10th November 2011, 03:21

Forum: Contributions

Topic: TILE REQUEST: Moth of Delusion

Replies: 7

Views: 1745

Re: TILE REQUEST: Moth of Delusion

moth_of_delusion.png moth_of_delution_2.png I took a shot at it. Do you like either of these? -cjo Hmm... color it green, clean up the patterns on the wings, and give it a well-defined outline and I'd be happy to use it for my next moth, the Moth of Frailty. :) In this round, however, the ever-inde...

Sunday, 23rd October 2011, 20:08

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Grimm wrote:I suspect we need to put name changes on the wiki. Is that so?


Nope, I'll make name changes the very last thing that I do for the monsters tab, as long as dpeg signs off on each one.

Speaking of which, I'll see if I can get some work done on patches today.

Sunday, 23rd October 2011, 20:01

Forum: Contributions

Topic: TILE REQUEST: Moth of Delusion

Replies: 7

Views: 1745

TILE REQUEST: Moth of Delusion

I'm making a few new moth monsters, and I'm dissatisfied with the current moth tiles. Specifically, their wings are too small, making them look more like dragonflies. I'd like to see a moth tile with an emphasis on wing size, without being absurdly out of proportion. For this first round, I'm asking...

Sunday, 16th October 2011, 03:48

Forum: Game Design Discussion

Topic: Remove destruction of strategic items

Replies: 76

Views: 8770

Re: Remove destruction of strategic items

I think it could be worth making an explicit separation between strategic and tactical items, thus I can see myself getting behind new-but-similar item categories for strategic items. For instance, strategic potions could become balms and strategic scrolls could become vellums . The (admittedly slig...

Saturday, 15th October 2011, 22:24

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Curio wrote:carp. You know, like those from another game. :)


+1

Let's face it, we need more references to things that aren't Tolkien, D&D, or Nethack :P

*dodges brick thrown by dpeg*

Saturday, 15th October 2011, 19:44

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

The books look okay to me, but they should get different titles (typo on the second one? :) ) and I wonder how they've been assembled? The were assembled with the goal of making each book roughly balanced while minimizing overlap between spells. The three most powerful eligible spells were Borg's, ...

Saturday, 15th October 2011, 16:44

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

nicolae: Slap together those spellbooks and I'd be happy to code it and submit a patch on your behalf. Cool, thanks! Here's my first attempt: { // Arcane Anthology I SPELL_SHROUD_OF_GOLUBRIA, SPELL_TUKIMAS_DANCE, SPELL_INTOXICATE, SPELL_LEDAS_LIQUEFACTION, SPELL_OZOCUBUS_REFRIGERATION, SPELL_FRAGME...

Saturday, 15th October 2011, 15:31

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Sorry, I've been inordinately busy this past week. :) I'll have some free time to do text patching this weekend, though. I'll look into finishing up that quotes patch, monster name changes, and the Arcane Anthologies.

Friday, 7th October 2011, 01:52

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

nicolae: Slap together those spellbooks and I'd be happy to code it and submit a patch on your behalf.

Sunday, 2nd October 2011, 23:05

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

* Copies of descriptions should be avoided; use monspeak.txt-style references instead, if possible (if not, bug us until it is possible) Ugh, so now I have to read through this 915-line help file that describes how monspeak.txt works? :P Grimm: If you change any of the quotes that have been marked ...

Sunday, 2nd October 2011, 18:21

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

I can't make sence out of double and triple swords. Tiles has you covered: http://git.develz.org/?p=crawl.git;a=blob_plain;f=crawl-ref/source/rltiles/item/weapon/double_sword.png;h=47d1e54ac1f861a724fd072cd56f1d3140cd52c6;hb=HEAD http://git.develz.org/?p=crawl.git;a=blob_plain;f=crawl-ref/source/rl...

Saturday, 1st October 2011, 16:27

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Finishing up the quotes patch today, don't freak out if the monsters tab looks like it is missing rows! That's called a filter!

Tuesday, 20th September 2011, 03:19

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Who says we can't change it? :) We have the power of computers! What format would you prefer?

Tuesday, 20th September 2011, 00:23

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Grimm: adjective changes are approved, although I'm still not sure where those nutrition adjectives are going to go once the food reform is complete. :P Also, I thought it was weird that all the ants had the same quote, so I've given soldier ants a new quote. This awaits your approval. Have you spec...

Sunday, 18th September 2011, 20:26

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Grimm: with regard to the new adjectives, where did you intend for the nutrition adjectives for each type of permafood to be shown?

Sunday, 18th September 2011, 17:03

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

I'll try and finish off a quotes patch tonight. The adjective changes might be a little more tricky, and since they're a lot more visible (and potentially controversial) than changes to monster descriptions/quotes, I'd like dpeg to look at them first. Edit: I wouldn't say the monsters tab is coming ...

Sunday, 11th September 2011, 18:34

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Also, I should mention that the patch was committed last night, just a few hours after being submitted:

https://gitorious.org/crawl/crawl/commi ... 072afa737e


So go play trunk and enjoy the new monster descriptions!

Sunday, 11th September 2011, 05:50

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

...Oh, I had been including Oxford commas because I thought British guidelines favored them. :P In any case, I don't think I added too many. I'll keep that in mind for the future. To apply a filter to the spreadsheet, follow these steps: 1) Click on any cell in the first row of the table. 2) Above t...

Sunday, 11th September 2011, 00:09

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Grimm: You're welcome! There was actually just one spelling mistake, "dessicated", and one punctuation error, which was a period where there ought to have been a comma and a space. I also periodically added a few oxford commas, but I wasn't trying to be exhaustive on that front. I've also ...

Saturday, 10th September 2011, 20:41

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Monster Descriptions, Round 1 delivered: https://crawl.develz.org/mantis/view.php?id=4528 Notes: 1) This patch contains only descriptions, not quotes (those are for the next patch). Nor have any monster names been changed. 2) I wasn't 100% sure what Pharaonic Mummy and Vampire Count formerly referre...

Saturday, 10th September 2011, 17:43

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Working on it right now, then. Consider the Monsters tab checked out until further notice.

Monday, 5th September 2011, 03:21

Forum: Contributions

Topic: DCSS Text Improvement Taskforce

Replies: 382

Views: 66391

Re: DCSS Text Improvement Taskforce

Wow, this is really amazing. I love all the work that's been done here, and I'm very impressed at the self-organized nature of this effort. :D I'd be happy to format all the new text into a patch, if it's ready for it. Also, it would be great if we knew the names of everyone who helped out on this, ...

Saturday, 3rd September 2011, 16:53

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 78573

Re: Vote on what features you'd most like to see implemented

Mumra gives an excellent example of what we're looking for. Feel free to use his post as a template.

Friday, 2nd September 2011, 23:26

Forum: Game Design Discussion

Topic: Voting on implementables! [Updated]

Replies: 98

Views: 78573

Voting on implementables! [Updated]

[UPDATE] Thanks for all the replies and discussion, everyone! It's been a month since this topic was posted, so let's look at the most popularly requested new features thus far: Tier 1: Abstract Demigod Worshipers (graciously undertaken by mumra) Hive Reform In-Game Autopickup (as an interface imple...

Wednesday, 3rd August 2011, 03:07

Forum: Coding

Topic: Help with compiling

Replies: 20

Views: 4582

Re: Help with compiling

Are you following the instructions on the lower half of this page: http://crawl.develz.org/wordpress/downloads ? Specifically, make sure that you haven't skipped the "git submodule update --init" step. Also, have you tried compiling normally, without tiles? To do so, just type "make&q...

Tuesday, 2nd August 2011, 02:32

Forum: Coding

Topic: Help with compiling

Replies: 20

Views: 4582

Re: Help with compiling

Sorry we missed you in ##crawl-dev, Akhena! You came at a bit of a lull. :) If you need any more help compiling, feel free to stop in!

Saturday, 30th July 2011, 15:03

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

From watching a few games with the damaging breath mechanic, I'm really happy with where catoblepae are balanced right now. Most 1v1 fights I see with them are incredibly tense. I think their tweaking is at last complete. :) But this does not mean that I will become complacent! Coming soon... THE CA...

Wednesday, 27th July 2011, 11:22

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

Pressing ";" or using x will tell you if you are standing in a cloud, but it's not great to require an active command to tell if you are in a cloud. Maybe there should be a status indicator when you are standing in a cloud. But that area is pretty crowded already. The message that appears...

Tuesday, 26th July 2011, 23:13

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

I must have just been mistaken. :) In which case, catoblepae are more dangerous than ever, everywhere! Hooray!

Tuesday, 26th July 2011, 01:14

Forum: Game Design Discussion

Topic: Can Good AI Be Bad?

Replies: 69

Views: 7064

Re: Can Good AI Be Bad?

I enjoy it when different monsters have different behaviors, and the new ranged AI doesn't exactly break anything nor is it strictly worse than the old behavior. I like it, but that doesn't mean that crawl's AI couldn't use some more improvements in general. :)

Tuesday, 26th July 2011, 00:36

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

Now that I've had some playing experience against them, I think they're fine as is. Forcing you to move or initiate petrification otherwise is enough of a tactical issue with the dust attack that it doesn't need scratch damage. (And someone would find a way to exploit that scratch damage with other...

Tuesday, 26th July 2011, 00:27

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

I've enjoyed them a lot more now that there are fewer, it got a bit much sometimes before. However, I'm not sure if a damage on hit would make them slightly too powerful, perhaps if it was on the low side of the damage 'sweet spot' it might not be too bad? I can imagine them becoming an annoying 'c...

Sunday, 24th July 2011, 21:04

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

Probably better to just make the breath petrify you when it hits; this is consistent with swamp dragon poison breath. That would make them approximately terrible, and specifically would make them awful. The point of the breath is not to petrify you, the point is to create discouraged terrain dynami...

Sunday, 24th July 2011, 20:42

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

From a lot of feedback, I'm toying with making the catoblepas' breath deal a little bit of damage when you are hit by the beam. This would only apply to the initial blast of dust, the clouds themselves will still do no damage. The goal is to have the amount of damage be in the sweet spot where heavi...

Thursday, 21st July 2011, 05:10

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

Mephitic Cloud is way too good against them. Not only does it confuse them, casting it on yourself prevents you from being petrified. Maybe this is one place where the spell power of cloud spells could be made to matter more: instead of one cloud preventing any other clouds from being created in th...

Saturday, 16th July 2011, 18:59

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

Just saw my first Catoblepas; tried Meph Cloud but it didn't work, gunned it down with an un-id'd wand which turn out to be a Wand of Cold. It didn't breath any clouds at me the whole time it charged me. Another turn and it'd probably have gored me anyway tho :) Meph works on them, although their H...

Friday, 15th July 2011, 23:26

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

I keep getting them all over Lair in trunk, it's annoying. I would like to see Catoblepas bleed grey blood if possible; I think that might be amusing. Sorry about that, like I said, they will be much more rare in the 0.9 full release. Differently-colored blood is something that I would love , but a...

Friday, 15th July 2011, 11:31

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

Hydralisk: part of my plan to make catoblepae a consistent threat was to ensure that they breathe enough that the dust clouds were pervasive. However, one of the recent buffs to catoblepae is that dust clouds are now guaranteed to last slightly longer, both in minimum duration and in maximum duratio...

Friday, 15th July 2011, 03:56

Forum: Game Design Discussion

Topic: Catoblepas

Replies: 64

Views: 10136

Re: Catoblepas

I'm actually the guy who implemented catoblepae (sure, let's say that's the proper plural form) and I'm happy to see that you guys enjoy it (well, for the most part)! I'm actively soliciting feedback on ways to make them better, and in fact I've already submitted one patch with a few changes (all bu...

Sunday, 19th June 2011, 15:40

Forum: Contributions

Topic: Tile request: Catoblepas!

Replies: 10

Views: 2903

Re: Tile request: Catoblepas!

Request fulfilled! See here the lovely new catoblepas tile, courtesy of Denzi: https://crawl.develz.org/mantis/file_do ... 5&type=bug

Friday, 17th June 2011, 17:04

Forum: Contributions

Topic: Tile request: Catoblepas!

Replies: 10

Views: 2903

Re: Tile request: Catoblepas!

Have fun turning to stone, is all I have to say. :P Both monsters are pretty rare, though.

Keep in mind these aren't the only creatures with petrification. Some enemy wizards can cast the spell, as per basilisks, and there are plans to possibly give petrifying breath to grey draconians.
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