Search found 431 matches

Tuesday, 30th June 2015, 00:43

Forum: Crazy Yiuf's Corner

Topic: Refused and Rejected Concepts which should be implemented

Replies: 52

Views: 12249

Re: Refused and Rejected Concepts which should be implemente

Gyre&Gimble

Can we please stop making the joke that G&G count as dual wielding in any way ever
I guess it was maybe funny the first time but this is like four different threads now

Thursday, 25th June 2015, 23:09

Forum: Coding

Topic: Quick species coding guide

Replies: 14

Views: 12031

Re: Quick species coding guide

Version tags are there for save compatibility: theoretically someone could have a save file from way back when Traps and Doors was a skill, and want to update it to trunk. In order for them to be able to do that, a space in the enum lists for T&D (and every other removed/moved thing) has to stil...

Monday, 8th June 2015, 22:33

Forum: Crazy Yiuf's Corner

Topic: Any news on the possibility of a Steam version

Replies: 41

Views: 11856

Re: Any news on the possibility of a Steam version

I'm not offended, it's just that "they're inconsistent" doesn't really help me improve anything. Naga don't look like vault guards; which should change to match the other?

Monday, 8th June 2015, 22:19

Forum: Crazy Yiuf's Corner

Topic: Any news on the possibility of a Steam version

Replies: 41

Views: 11856

Re: Any news on the possibility of a Steam version

I am perfectly aware that our tiles don't all match; I tried to count at some point and Crawl contains on the order of 3000 different tiles. And every bit of the work done on them was by a handful of amateur volunteers, all of whom have more important things going on. Given that creating a single ti...

Friday, 5th June 2015, 20:28

Forum: Crazy Yiuf's Corner

Topic: Any news on the possibility of a Steam version

Replies: 41

Views: 11856

Re: Any news on the possibility of a Steam version

See this excellent article I've read this article and personally think it's terrible. The guy who wrote it did so based almost exclusively on negative feedback he got for this game: https://lh6.ggpht.com/_e08U7tm7E7htfXHXLuUK3qMkZpN9gg-H3wm4vz3JRSO17QsTsJKgHyvdTylrUYmSjY=h900 What I get out of that...

Friday, 29th May 2015, 17:40

Forum: Dungeon Crawling Advice

Topic: Skill XP Dropoff

Replies: 47

Views: 10775

Re: Skill XP Dropoff

Knowing that changes my decisions especially when it comes to adding "just a few points" to some off build skills like stealth. This is exactly why it's left hidden. e: To clarify, I mean "because you've just decided, based on this information, to do something not at all warranted by...

Wednesday, 13th May 2015, 19:19

Forum: Crazy Yiuf's Corner

Topic: FR: Speed 11+ branch

Replies: 25

Views: 4854

Re: FR: Speed 11+ branch

If you're wondering about how difficult this is to implement, it is a one-line change to apply this to almost every monster in the game (you just set the cost of walking one square to 9 instead of 10). I did it once just to see how hard it would be code-wise and how much of an impact it would actual...

Sunday, 19th April 2015, 17:15

Forum: Game Design Discussion

Topic: fr: recolor downstairs on minimap

Replies: 10

Views: 3175

Re: fr: recolor downstairs on minimap

I can see the difference between those tiles, but it's not as easy until I pay attention. From what I read this kind of color perception deficiency is somewhat common so maybe the recolour should be made default to benefit people who have similar problem and don't know how to recolour things manual...

Friday, 20th February 2015, 21:40

Forum: Game Design Discussion

Topic: Monster gimmick usage

Replies: 54

Views: 14213

Re: Monster gimmick usage

I agree that Crawl probably has too many monsters but I've never understood why it has to be so melodramatically distressing. I'm sorry, I get the whole "but it takes longer to learn!" thing, but most Crawl monsters are very, very simple. There are maybe 30ish monsters in Crawl that I migh...

Thursday, 19th February 2015, 19:29

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 136834

Re: Tiles that could use improvement

Is it another explanation about how the below is not being understood or is it a real problem? I understand what you mean: fur points different directions, and thus different parts of the body reflect light differently. I just think your drawing does not achieve this effect. [url=http://www.science...

Thursday, 19th February 2015, 19:04

Forum: Contributions

Topic: Can't code but still want to contribute?

Replies: 31

Views: 46305

Re: Can't code but still want to contribute?

This thread has a nice list of some monster tiles I thought could use work; you might try your hand at some of those. And in general you can just look around in the rltiles folder and pick whichever you'd like to work on.

Look forward to seeing what you come up with!

Tuesday, 10th February 2015, 00:30

Forum: Crazy Yiuf's Corner

Topic: Depart Abyss at 0 *

Replies: 20

Views: 5329

Re: Depart Abyss at 0 *

1010011010 wrote:
wheals wrote:
  Code:
but you may anger your previous god!

What god isn't angered? I'm pretty sure every god will be angry.

Ru.

Wednesday, 14th January 2015, 19:27

Forum: Dungeon Crawling Advice

Topic: How to change autoexplore key?

Replies: 3

Views: 1443

Re: How to change autoexplore key?

~k-o

Saturday, 10th January 2015, 22:09

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 136834

Re: Tiles that could use improvement

I agree that shading should be consistent; however, I'm having trouble seeing the lighting direction you intend: https://dl.dropboxusercontent.com/u/1000017/crawl/adders.png My adder is certainly not perfect, and yours is probably better. My intent was a jewelled, scaly texture and a lighter belly -...

Tuesday, 6th January 2015, 22:51

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 136834

Re: Tiles that could use improvement

Crawl tiles generally have more outlines, a bit more detail, and less "shiny" textures. Admittedly Crawl tiles are wildly inconsistent already; the original tiles used a small number of colours with high contrast, now there are a bunch of tiles with hundreds or thousands of colours, reall...

Monday, 5th January 2015, 03:47

Forum: Contributions

Topic: Tiles that could use improvement

Replies: 131

Views: 136834

Re: Tiles that could use improvement

Yeah, probably I should go back and update that list, given that probably 60% of the things on it have been changed since I wrote it. But that's a nice tile; I'll look around for a use for it. Thanks! e: And done. I took off the ones that have been improved already and added a bunch of new things to...

Tuesday, 30th December 2014, 23:49

Forum: Crazy Yiuf's Corner

Topic: List of letters and monster classes?

Replies: 7

Views: 1939

Re: List of letters and monster classes?

ants, birds and bats, centaurs etc., draconians, elves, flora I guess, goblinoids, hounds and also things that aren't hounds but kind of look like them, the letter i sort of looks like a spriggan, dra k es, lizards, merfolk, the necrophage family, orkz, people, q is an upside down d, rodentia, spide...

Friday, 26th December 2014, 01:08

Forum: Game Design Discussion

Topic: Change green dragon

Replies: 21

Views: 6259

Re: Change green dragon

While these tiles look good and I'm all in favor of color-consistency, crawl's fire dragons are green Ds in console, and there's already a red dragon (XTAHUA). If some other dev decides that fire dragons should be red in console then that's fine, but I'm not gonna change the tiles to mismatch just b...

Saturday, 8th November 2014, 21:25

Forum: Contributions

Topic: New Title art / Splash art

Replies: 3

Views: 3204

Re: New Title art / Splash art

I like the idea! I think there are a few areas you can focus on to improve it: First, his head. Vis this ; bulls have protruding brows, buge foreheads, long snouts, and their eyes are way out on the sides of their head. The horns come out of a distinctive cylindrical thing on top of the head, not ou...

Friday, 26th September 2014, 02:45

Forum: Crazy Yiuf's Corner

Topic: A few (maybe bad, mostly not new) ideas for the Abyss

Replies: 10

Views: 2248

Re: A few (maybe bad, mostly not new) ideas for the Abyss

and into wrote:If not already the case, make it so that abyssal rune can *only* generate on level 3 or higher of Abyss.

(Finally, if not already the case, I'd also make it impossible to be "chain banished" in much the same way you can't (I think) be chained paralyzed.)

These are both already the case.

Monday, 22nd September 2014, 16:03

Forum: Crazy Yiuf's Corner

Topic: Bikeshedding "Demigod"

Replies: 77

Views: 19249

Re: Bikeshedding "Demigod"

exempt from interaction with them. The flavour isn't necessarily that you're banned from worship, it's that you're too arrogant and self-important to ask for help, or possibly that you and the gods don't get along. And there are plenty of mythological stories where e.g. Hercules and Zeus get pissed...

Saturday, 20th September 2014, 15:08

Forum: Game Design Discussion

Topic: Proposal: Redesigns to Torment, Hellfire and Caster AI

Replies: 62

Views: 16188

Re: Proposal: Redesigns to Torment, Hellfire and Caster AI

Other people have said more elegant things than I about torment and hellfire, so I'll stick to what I know, which is UI design. "Smart" casters work fine in a number of games, and I agree that having monsters cast in a more predictable way could be fine. But sadly many of the methods that ...

Thursday, 11th September 2014, 15:23

Forum: Crazy Yiuf's Corner

Topic: Scalds and staves

Replies: 25

Views: 5081

Re: Scalds and staves

Skalds get a "tier 1" weapon (falchion, hand axe, etc.). Only Fi and Gl start with tier 2 (trident, war axe, etc) and quarterstaves are tier 2.

There used to be a painfully bad tier 1 staff just called "Staff" but it got removed.

Thursday, 28th August 2014, 18:05

Forum: Game Design Discussion

Topic: Bring itemdest back (and corrosion, maybe)

Replies: 107

Views: 28745

Re: Bring itemdest back (and corrosion, maybe)

My view on it is that people remember itemdest/corrosion "fondly" (if you can call it that) because they made those monsters stand out; mottled dragons were scary, yellow dracs were infuriating, etc. It's fun to have guys do horrible things to you, and even more fun to cleverly avoid said ...

Thursday, 28th August 2014, 00:56

Forum: Crazy Yiuf's Corner

Topic: God Gender

Replies: 71

Views: 21206

Re: God Gender

nicolae wrote:thank you germans. thermans.


Danke, Deutsche.

Dantschke.

Wednesday, 27th August 2014, 20:46

Forum: Dungeon Crawling Advice

Topic: Do potions of Restore Abilities still remove Drain?

Replies: 6

Views: 2175

Re: Do potions of Restore Abilities still remove Drain?

If early draining is actually a problem, we can add a cap on the amount you can be drained instead. Incidentally, this was eventually implemented; there's a cap to how far down your skills can get drained. If you're at that cap and get drained you take large amounts of damage instead (the code comm...

Tuesday, 26th August 2014, 15:36

Forum: Technical Support

Topic: Can you make android tiles version like this?

Replies: 2

Views: 2140

Re: Can you make tiles for android like this?

The guy who made the android version is no longer around, and nobody on the current dev team knows enough about Android to mess with it. We've looked for somebody to replace him, but no luck so far. Sorry! edit: Actually I think somebody made an unofficial Tiles version for Android, but again, nobod...

Monday, 25th August 2014, 13:28

Forum: Dungeon Crawling Advice

Topic: 2 init file questions

Replies: 10

Views: 3903

Re: 2 init file questions

a) prevent the game from spending overflow exp in a skill at a specific (or any) skill-level There's no way to do this with the precision you seem to want. The closest you can get is something like force_more_message += Flails skill increases.*20 which will give you a --more-- line when you get to ...

Wednesday, 20th August 2014, 20:24

Forum: Technical Support

Topic: Getting mouse input to work on Mac Webtiles

Replies: 4

Views: 1597

Re: Getting mouse input to work on Mac Webtiles

Press ~ to remap keys, incidentally.

Wednesday, 13th August 2014, 12:22

Forum: Crazy Yiuf's Corner

Topic: This is wrong...

Replies: 18

Views: 4785

Re: This is wrong...

For the brief period where the orb chamber had variations you could get ravenous Orb mimics. I don't know if anyone ever died to one but I like to think so.

Sunday, 13th July 2014, 21:27

Forum: Crazy Yiuf's Corner

Topic: The new spell and ability icons...

Replies: 2

Views: 1135

Re: The new spell and ability icons...

About half of them were made by roctavian, and the other half by me. Glad you like them; hopefully they'll be done by the time 0.15 is finished!

Friday, 20th June 2014, 21:40

Forum: Crazy Yiuf's Corner

Topic: Removal: Blood stains

Replies: 19

Views: 4565

Re: Removal: Blood stains

Insects don't really "bleed" green; their corpse tiles have a green splotch, but they don't produce blood spatters at all. I briefly looked into having differently-colored blood spatters - green for insects, purple for demons, whatever - in tiles; I imagine it'd look pretty neat, but a) it...

Tuesday, 10th June 2014, 03:04

Forum: Technical Support

Topic: Is there an easy way to get the old tile graphics?

Replies: 5

Views: 2224

Re: Is there an easy way to get the old tile graphics?

Some old tiles are in rltiles/UNUSED, but probably the easiest way to get the old tiles would be to download an older version and copy them over. You'd have to compile it afterwards, though. If you're willing to dig around, Gitorious 's history function will show you all the commits that have change...

Tuesday, 10th June 2014, 02:50

Forum: Game Design Discussion

Topic: Randomized Tiles for Fruit

Replies: 10

Views: 3069

Re: Randomized Tiles for Fruit

I'm going to do this, I just haven't gotten around to figuring out how.

Friday, 6th June 2014, 17:34

Forum: Crazy Yiuf's Corner

Topic: Halfling Apt changes

Replies: 47

Views: 14189

Re: Halfling Apt changes

Hey guys did you know there are armours between robes and plate?? Apparently it's true!

Sunday, 1st June 2014, 17:01

Forum: Dungeon Crawling Advice

Topic: best summoner builds?

Replies: 11

Views: 3921

Re: best summoner builds?

Most of the summons are "evil": Call imp, malign gateway, summon horrible things, etc; That's not "most." Maybe a quarter of the summons are evil, and it's the shitty quarter for the most part; why would you cast Summon Demon when you can cast Ice Beasts and get a usually-better...

Tuesday, 13th May 2014, 22:35

Forum: Crazy Yiuf's Corner

Topic: Crazy Yiuf in the Flesh, here to ask of my neighbors

Replies: 9

Views: 2668

Re: Crazy Yiuf in the Flesh, here to ask of my neighbors

RichardGamingo1 wrote: My reputation having recently grown from meager, to moderately competent crawler in the opinion of the community here,


Did you get this from the one comment your thread has received

or from the two comments your posts in the SA thread got

Thursday, 1st May 2014, 17:12

Forum: Crazy Yiuf's Corner

Topic: Why Elf? (Serious question)

Replies: 62

Views: 16301

Re: Why Elf? (Serious question)

I frequently do Elf. It is not a death trap; it's not even remotely as dangerous as V:5, for instance. The main reason people avoid it is that a) the reward isn't that great, and b) they're irrationally afraid of banishment. I do it because I like beating up the elves, which is reason enough for me....

Friday, 25th April 2014, 03:20

Forum: The Dart Board

Topic: Tournament Screenshots

Replies: 19

Views: 8062

Re: Tournament Screenshots

Well, those are cool, but not exactly something I can post on the screenshots page.

Wednesday, 23rd April 2014, 04:57

Forum: Game Design Discussion

Topic: Idea: Arcane Library Branch

Replies: 20

Views: 5309

Re: Idea: Arcane Library Branch

I'm skeptical of the idea of this as a branch, but a portal vault could be neat (and would also be much easier to implement). When it comes to monsters, I realize it's easier to come up with the flavour and then try to make the mechanics fit (It's a golem made of scrolls; what would that mean? -> It...

Sunday, 20th April 2014, 05:05

Forum: Crazy Yiuf's Corner

Topic: So, how do you pronounce the gods' names?

Replies: 34

Views: 8908

Re: So, how do you pronounce the gods' names?

I'm pretty sure Okawaru's name is just Japanese for "Default". "Kawaru" can mean "to change" or "to replace," so O-kawaru would be (very vaguely) "the Great Change" or "the Great Replacement." It should really be O-kawari if it's a noun, t...

Wednesday, 16th April 2014, 20:23

Forum: Dungeon Crawling Advice

Topic: Mp regeneration needs a serious buff

Replies: 92

Views: 29638

Re: Mp regeneration needs a serious buff

I'm not entirely sure there's a problem either, since I've just sort of gotten in the habit of hitting 5 once after every fight and thus never have any trouble with this at all, but if we wanted to do something my suggestion would be accelerating regen rates; i.e. after X turns without spending any ...

Sunday, 13th April 2014, 04:48

Forum: The Dart Board

Topic: Tournament Screenshots

Replies: 19

Views: 8062

Re: Tournament Screenshots

Those look great, thanks!

Thursday, 10th April 2014, 00:30

Forum: The Dart Board

Topic: Tournament Screenshots

Replies: 19

Views: 8062

Re: Tournament Screenshots

Any resolution is fine, and you can include the HUD or crop it off as you desire.

Wednesday, 9th April 2014, 18:22

Forum: The Dart Board

Topic: Tournament Screenshots

Replies: 19

Views: 8062

Tournament Screenshots

As you might have noticed, CDO's official screenshots page is woefully out of date; the last set of pictures we've got is from December of 20 10 . A lot has changed since then, both in tiles and in the game at large, so what with the tournament and 0.14 I think it's high time we updated it. So this ...

Tuesday, 8th April 2014, 08:42

Forum: Dungeon Crawling Advice

Topic: Running away

Replies: 46

Views: 15533

Re: Running away

This is the sort of thing that keeps me up at night. Maybe some relaxing music might help. I wasn't around when energy randomization was implemented, but I'm pretty sure "discouraging kiting" is not the intent. The impression I've gotten is that energy randomization is meant to prevent st...

Thursday, 27th March 2014, 16:48

Forum: Crazy Yiuf's Corner

Topic: Proposal: Buff sif muna

Replies: 27

Views: 6454

Re: Proposal: Buff sif muna

arcanist wrote:He is so good, that it is almost nobrainer decision - if you need conjurer - go vehumet.

Have you tried gods that aren't Sif or Vehumet?

Wednesday, 26th March 2014, 17:53

Forum: Crazy Yiuf's Corner

Topic: Free Hugs!

Replies: 105

Views: 46047

Re: Free Hugs!

khalil wrote:On a less obscene note, why was the change made? I'm curious. And also nosy.

duvessa wrote:it was a joke

Wednesday, 26th March 2014, 17:49

Forum: Game Design Discussion

Topic: Tile build: Melee animation

Replies: 40

Views: 14456

Re: Tile build: Melee animation

No, I'll remember; when/if I figure out how this might be implemented I'll post an Implementable asking for tiles for it. That'll be at least after 0.14 gets released, in any case. Thanks though!

Wednesday, 26th March 2014, 07:39

Forum: Game Design Discussion

Topic: Proposal: Resistances overhaul

Replies: 24

Views: 4507

Re: Proposal: Resistances overhaul

Sandman25 wrote:you are much more likely to die with rF++ and no rElec than with rF+ and rElec.

Okay.

How is this not conveyed by "the first pip of a resistance is dramatically more important than the second and third"?
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