Search found 246 matches

Tuesday, 18th September 2012, 11:55

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2974974

Re: Best/Worst Artifacts

Ok, I got the worst one. And ofcourse I've identified it by equipping.

Tuesday, 18th September 2012, 08:15

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Re: Power indication for spells.

Where do I say that I want percentages?/quote] Linear bars are a visual representation of percentages, unless your indication about using 20 dots really means "I wish to use 20 'slots' and use hashes for test and dots for units, but spells never reach the end of the bar unless I'm looking at f...

Tuesday, 18th September 2012, 07:53

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Re: Power indication for spells.

As has been explained to you several times, the power bar isn't meant to be used to compare spells but to show if a specific spell can be improved by training skills or using an enhancer. And given this purpose, the logarithmic scale works well. Sorry, I don't buy it. You don't put different number...

Monday, 17th September 2012, 20:27

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Re: Power indication for spells.

Well I don't know but it seems someone is contradicting oneself here. First you say you want percentages. This obviously means 100% flame tongue is clearly different from 100% fireball. Then you say spellpower should be comparable spell with spell. Where do I say that I want percentages? The whole ...

Monday, 17th September 2012, 20:19

Forum: Contributions

Topic: Mummy tiles

Replies: 20

Views: 6139

Re: Mummy tiles

So you're seriously saying you think mummies should be pink? Are mummies so fabulous? They are not that pink. Sure they are more reddish than yellowish, but I'm pretty sure it was made to emphasize the contrast with golden things most of them wear. And it's doing the job. Yes, colors can be tweaked...

Monday, 17th September 2012, 19:46

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Re: Power indication for spells.

It shouldn't. At power X, Fire Storm is going to do a boatload more damage than Throw Flame. Just because you can get 200 power with a spell, that doesn't mean it'll do a boatload of damage. Really? Then it makes no sence at all. It's like saying "this spell's power is 5 stars, and this one is...

Monday, 17th September 2012, 17:45

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Re: Power indication for spells.

MarvinPA wrote:Surely a bit of common sense makes it pretty easy to conclude that spell power isn't comparable between spells.

Yeah, but it should be perfectly comparable. Otherwise no need making different bars. Or any bars at all. Capped spells can just turn yellow like a skills.

Monday, 17th September 2012, 17:28

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Re: Power indication for spells.

But I'm also not sure that making spell power show on a linear scale would be super helpful. It kinda helpful because it not mislead you. Take for example Flame Tongue with ###### and Fireball #########. This bars suggests that fireball is 50% stronger. But in fact it's 300% or so. If you want it t...

Monday, 17th September 2012, 14:18

Forum: Game Design Discussion

Topic: Power indication for spells.

Replies: 45

Views: 8537

Power indication for spells.

I suggest new system of power indication for spells. I think the exponential one is too foggy and barely usable without additional information about it. It uses the same symbols, but #### don't equals ##+##, which makes the whole system crippled and comparison of several spells very troublesome. New...

Monday, 17th September 2012, 11:52

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37637

Re: Looking for feedback... (tiles discussion)

Thanks )

Monday, 17th September 2012, 11:48

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: DeFe choosing spells and such.

Replies: 5

Views: 1877

Re: CIP: DeFe choosing spells and such.

So, the Iron Shot is the best way to deal with fire resistant monsters for DEFE? I am looking at Book of Power right now and wondering which one to pick...

Monday, 17th September 2012, 10:01

Forum: Contributions

Topic: Mummy tiles

Replies: 20

Views: 6139

Re: Mummy tiles

I just use the old mummy tiles with my offline Crawl now, because the new ones rub me the wrong way. I agree that guardian can use better tile, but not from completely different set. Regular mummy and a priest is just too good to wish anything else. And I LOVE the idea of moving sarcophagus for the ...

Monday, 17th September 2012, 09:39

Forum: Dungeon Crawling Advice

Topic: Choosing one gear over another

Replies: 5

Views: 1294

Re: Choosing one gear over another

nordetsa wrote:So +Dam brand only works on weapon dmg?

If so, the description should be changed, because now it is really misleading. It says "damage dealing abilities" and spells are very much fit to this description.

Sunday, 16th September 2012, 06:20

Forum: Game Design Discussion

Topic: Vaults Rune

Replies: 22

Views: 4283

Re: Vaults Rune

Actually I thought that Vaults has no rune, after I didn't find one in the Lair. So this was a nice surprise. But I would really prefer adding rune to L:8, than removing it from from V:8. It feels like there should be rune, or at least something. Sure the place need to be much more difficult for it....

Saturday, 15th September 2012, 20:26

Forum: Crazy Yiuf's Corner

Topic: Goddam Bats! [spoilery]

Replies: 7

Views: 1837

Re: Goddam Bats! [spoilery]

Konebred wrote:Oh man I hate finding the kobold vault before you have too many cure potions. I have had a couple characters die from poisoning by these guys.

The one with centaurs spawning near the exit? It sure can be deadly.
Have found this one on D:8. But survived somehow.

Saturday, 15th September 2012, 15:08

Forum: Crazy Yiuf's Corner

Topic: I find this extremely creepy.

Replies: 17

Views: 3841

Re: I find this extremely creepy.

I always thought that they have killed one another.

Saturday, 15th September 2012, 14:59

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Re: Changing tiles once and for all.

Can I disable automatic outlining for some tiles?

Saturday, 15th September 2012, 14:34

Forum: Technical Support

Topic: 0.10.3 on Windows XP sometime hangs on startup

Replies: 35

Views: 7404

Re: 0.10.3 on Windows XP sometime hangs on startup

I have the remedy. It works. I just don't know how and it's bugging me. Also I'm afraid that some new features may won't work properly. Anyway, when I use my old 0.10.3 init.txt and tiles_options.txt everything is fine. Although the 0.10.3 itself is not fine, which is adding confusion. Here is these...

Saturday, 15th September 2012, 13:54

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25620

Re: Feedback on Trunk deployment (.12)

- merge the commands. "Action" commands can be placed first and marked with different background/border. No. Maybe some actions should be moved from on panel to the other, but the system panel has enough rarely used commands that you don't want to have it uses screen estate all the time. ...

Saturday, 15th September 2012, 11:55

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25620

Re: Feedback on Trunk deployment (.12)

I'm afraid I wasn't clear enough and now we talking about different things. And I keep forgetting about console version. I meant rows of icons gathered in right GUI block. I'm pretty sure that they are used only in tiles version. And messing with them in no way changes actual menus which are the sam...

Saturday, 15th September 2012, 10:55

Forum: Technical Support

Topic: 0.10.3 on Windows XP sometime hangs on startup

Replies: 35

Views: 7404

Re: 0.10.3 on Windows XP sometime hangs on startup

The problem persists in 0.12 trunk. This is most unfortunate.
:(

Saturday, 15th September 2012, 10:51

Forum: Game Design Discussion

Topic: Feedback on Trunk deployment (.12)

Replies: 96

Views: 25620

Re: Feedback on Trunk deployment (.12)

There are too many tabs now. I was a fan of idea of dividing the commands but now I hate it. I can't afford to keep both tabs open (1280x800), and using them otherwise is irritating as hell. Too many unnecessary clicks with opening/closing the tabs. They actually force you to use keyboard, which mak...

Saturday, 15th September 2012, 06:45

Forum: Crazy Yiuf's Corner

Topic: What gender are the devs?

Replies: 21

Views: 4377

Re: What gender are the devs?

Sonja for sure.

Friday, 14th September 2012, 16:27

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Re: Changing tiles once and for all.

Thanks. Everything works fine now.

Friday, 14th September 2012, 13:29

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Re: Changing tiles once and for all.

git add is for files that didn't exist already. If you're replacing a file, you don't need to add it, just commit the changes. Are you sure? Git doc says: by using git add to incrementally "add" changes to the index before using the commit command ( Note: even modified files must be "...

Friday, 14th September 2012, 12:36

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Re: Changing tiles once and for all.

It works. Kinda. But damn this thing is unfriendy. I am commiting the changes and it asks me for message. How can I get out of there? All I can do is edit this message. "Enter" key do nothing outside of editing mode. And there is no commnd line either. Also, should I git add EVERY changed ...

Thursday, 13th September 2012, 13:38

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Re: Changing tiles once and for all.

I think the easiest way would be to commit them in a local branch and then compile and install the game from it. You could keep your branch up-to-date by merging trunk in it or rebasing it. Where can I read more about it? Like some manual for dummies? What are those changes that will never be offic...

Thursday, 13th September 2012, 12:22

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Re: Changing tiles once and for all.

Windows, I'm afraid.
I was thinking about a pile of one-tile png files with specified names. And a directory from which the game can pick it up.
I think I've read about something like this somewhere. Although it may be another game %)

Thursday, 13th September 2012, 10:38

Forum: Technical Support

Topic: Changing tiles once and for all.

Replies: 13

Views: 3680

Changing tiles once and for all.

Is there a way to apply alternative tiles to a game except manually changing the png-maps? Can I somehow force a game to use another png files for some tiles instead of default ones? Even thinking about changing everything manually for every new trunk, makes me sick. And some of the changes I prefer...

Thursday, 13th September 2012, 09:58

Forum: Crazy Yiuf's Corner

Topic: Goddam Bats! [spoilery]

Replies: 7

Views: 1837

Re: Goddam Bats! [spoilery]

Yeah, the vaults are fun. One time I was butchered without any chances to survive in some crazy vault around D:10. The vault was 5x5 or maybe 7x7 (I didn't seen it whole) and every cell of its floor contained some item (artifacts, jewelry, books, potions, plain gold, all kinds of stuff). Unfortunate...

Thursday, 13th September 2012, 09:03

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37637

Re: Looking for feedback... (tiles discussion)

I've made another candidate for a loading screen.
I like to think that this is the same dude that entered the dungeon on my previous picture.
And it's my way to celebrate the first win.

Thursday, 13th September 2012, 08:58

Forum: Crazy Yiuf's Corner

Topic: What gender are the devs?

Replies: 21

Views: 4377

Re: What gender are the devs?

Is this an annual weak of gender issues in Crazy Yiuf's Corner?

Wednesday, 12th September 2012, 21:28

Forum: Crazy Yiuf's Corner

Topic: What's your god's gender?

Replies: 19

Views: 5051

Re: What's your god's gender?

I always assumed that all the gods are male. Probably because all of them refered to as "god", not "goddes".

Tuesday, 11th September 2012, 08:39

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: MiFi of Okawaru (and the Orb of Zot within my grasp).

Replies: 11

Views: 2666

Re: CIP: MiFi of Okawaru (and the Orb of Zot within my grasp

You should be fine though. AC53, EV34 The orb run is about 50% harder: Instead of 'tab' and 'o', you hit 'tab', 'G', and '<'. You were right. Piece of cake. I've killed two pan lords thinking it's a mere demons. Now it's officially YAVP. What can I say in the end... One good item can make the game ...

Monday, 10th September 2012, 19:43

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: MiFi of Okawaru (and the Orb of Zot within my grasp).

Replies: 11

Views: 2666

Re: CIP: MiFi of Okawaru (and the Orb of Zot within my grasp

Thanks for advices. What should I expect if I will grab the orb? I've learned the swift spell for trip back, but is it good enough insurance? I mean can I outrun the baddies, or the spawning will be so strong that it's better to go slowly but steady?

Monday, 10th September 2012, 17:34

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: MiFi of Okawaru (and the Orb of Zot within my grasp).

Replies: 11

Views: 2666

CIP: MiFi of Okawaru (and the Orb of Zot within my grasp).

After hundred or so tries I've finally did it. Well, I didn't did it yet, but I am standing near the Orb and feeling almighty. This is the reason I am posting here. The char is very strong. The only troubles was with orbs of fire, but only because I forgot to wear my resMut amulet and there was two ...

Sunday, 9th September 2012, 11:52

Forum: Crazy Yiuf's Corner

Topic: Best/Worst Artifacts

Replies: 2877

Views: 2974974

Re: Best/Worst Artifacts

First time I see a randart with 8 (eight!) positive and relatively usefull stats. So here it is:

Sunday, 9th September 2012, 08:15

Forum: Technical Support

Topic: 0.10.3 on Windows XP sometime hangs on startup

Replies: 35

Views: 7404

Re: 0.10.3 on Windows XP sometime hangs on startup

Yeah, I guess this line don't matter after all. But I bet it's something in init.txt I've found out that my active 0.11-a0-3198 trunk (the one I am playing all the time and the one that works the best) uses tiles_options.txt from 0.10.3 release with minimum settings. Maybe it helps. Although the 0.1...

Friday, 7th September 2012, 22:00

Forum: Dungeon Crawling Advice

Topic: Promising HuFi seeking advice

Replies: 13

Views: 2758

Re: Promising HuFi seeking advice

I save curing potions for rot cases. Or extreme poisoning. No way I can find/buy enough of them to cure the poison after each fight. And if I don't cure it and have no rPois it will make every next battle worse. I guess I can sleep after each poisoning to let it out and regain HP, but it will take f...

Friday, 7th September 2012, 21:30

Forum: Dungeon Crawling Advice

Topic: Promising HuFi seeking advice

Replies: 13

Views: 2758

Re: Promising HuFi seeking advice

Why do you want rPois for lair? Why do you want rN in crypt? There are many poisonous things in the lair. And I doubt you can survive in any of its sub-branches without rPois. I can't ) I'm not so sure about life protection, though, but it kinda have to help against the stuff that undead casts (tor...

Friday, 7th September 2012, 19:40

Forum: Dungeon Crawling Advice

Topic: Promising HuFi seeking advice

Replies: 13

Views: 2758

Re: Promising HuFi seeking advice

Weapon should be always on min delay. If not, all exp should go there. Also I am struggling with mid-game myself and step by step I've figured out this sequence of locations to minimize the danger and maximize the profit (although it somewhat dependant on equipment you'll find): 1. Temple to get Oka...

Friday, 7th September 2012, 11:33

Forum: Dungeon Crawling Advice

Topic: Auto Butcher 2.0

Replies: 6

Views: 1787

Re: Auto Butcher 2.0

It spams "There's nothing here!" in my case too.
Also it chops the rotten corpses, although I can't eat them.

Friday, 7th September 2012, 06:09

Forum: Dungeon Crawling Advice

Topic: Auto Butcher 2.0

Replies: 6

Views: 1787

Re: Auto Butcher 2.0

Two questions: - will it work only when autoexploring, or it will kick in as soon, as I get hungry and/or get a good corpse (and no monsters in sight, of course)? - I also like to keep one chunk in inventory at all times. How hard it can be to add a function to do so, eat it first and then get a new...

Thursday, 6th September 2012, 12:25

Forum: Game Design Discussion

Topic: Couple of suggestions for skill managing menu.

Replies: 7

Views: 1845

Couple of suggestions for skill managing menu.

1) A way to enable the chosen skill and disable all others (including the ones that do not shown) by one click (right mouse button preferable).
2) A way to specify the highest level up to which the skill can be raised. Just to set it up and forget about it.

Thursday, 6th September 2012, 10:37

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 59962

Re: The Crawl Light thread

I like the "pandoora" idea very much. Especially I like that it's a choise you making through a game itself, not the options in main manu. One thing I would like to suggest, though, is to make this "unleashing" process even more gradual. Every branch and sub-branch can have from ...

Thursday, 6th September 2012, 07:16

Forum: Game Design Discussion

Topic: The Crawl Light thread

Replies: 40

Views: 59962

Re: The Crawl Light thread

Yeah, I thought we will discuss some lighting feature here ) About the subj, though. I was thinking of trying it early on. But then I've got my shit together and have dived into classic Crawl. I still didn't beat it, but I had couple of very promising chars that were ready to it, so now I don't afra...

Tuesday, 4th September 2012, 15:03

Forum: Technical Support

Topic: 0.10.3 on Windows XP sometime hangs on startup

Replies: 35

Views: 7404

Re: 0.10.3 on Windows XP sometime hangs on startup

It seems that line "tile_skip_title = true" is the reason.
Although i need to test it little more.

Tuesday, 4th September 2012, 13:15

Forum: Technical Support

Topic: 0.10.3 on Windows XP sometime hangs on startup

Replies: 35

Views: 7404

Re: 0.10.3 on Windows XP sometime hangs on startup

There is something strange going on... I have two versions of crawl. Both are trunk 0.11-a0-3198-g6e5327a. Both are exceptions for antivirus and firewall. But one of them are unmodified and with another one I mess all the way. And the strangest thing is that unmodified version is crashing in a manne...

Monday, 3rd September 2012, 21:44

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37637

Re: Looking for feedback... (tiles discussion)

[*] How will it look next to walls? If you put water tile after the floor and wall tile after the water everything should be fine. The wall will "cut off" some water resulting the straight edge, but it's ok for walls to form this sort of barriers. [*] Changing dungeon generation is not an...

Monday, 3rd September 2012, 16:09

Forum: Contributions

Topic: Looking for feedback... (tiles discussion)

Replies: 116

Views: 37637

Re: Looking for feedback... (tiles discussion)

Some water cuts in attachment.
Feedback from coders would be helpful.
How hard it can be to implement something like that for dungeons?
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