Welcome to GameHourz.com!
FAQFAQ      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

7DRL: ZeldaRL

 
Goto page 1, 2
   Game Forums (Home) -> Roguelike -> Development RSS
Next:  DMD which one to choose  
Author Message
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 1) Posted: Sun Feb 26, 2006 3:31 am
Post subject: 7DRL: ZeldaRL
Archived from groups: rec>games>roguelike>development (more info?)

I need a break from my current projects. I don't expect to
get this ready in seven (or 6?) days, but who knows.
I'm going to use some parts from my current roguelike
project, but also try some new things.

 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 2) Posted: Sun Feb 26, 2006 11:38 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

First day: some data structures set up and also planned what attributes
are needed. I'm going to use almost all items and enemies from Wind
Waker. I hope that folks from Big N doesn't sue me.
Oh, also went to gym and did chest and biceps workout.

 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
bazvinda

External


Since: Feb 26, 2006
Posts: 1



(Msg. 3) Posted: Sun Feb 26, 2006 4:23 pm
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

An interesting choice, most people combine chest and back in order to
split muscle use as much as possible. Smile
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 4) Posted: Mon Feb 27, 2006 1:12 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

bazvinda.RemoveThis@gmail.com wrote:
> An interesting choice, most people combine chest and back in order to
> split muscle use as much as possible. Smile

I'm combining one big and one small muscle group. Chest and biceps,
back and triceps. In chest training triceps are usually involved and in
back training you get indirect training for biceps. Small muscles
need less training, but it's good if you can concentrate on
them, too. Besides who wants to combine two big muscle groups
in one training? It can be too demanding, at least for naturals.
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 5) Posted: Tue Feb 28, 2006 1:29 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Set up SDL and Tileset class. I have slight problems with text, windows
and menu classes, because they have bugs in Kaduria. Tracking bugs
takes time.. besides I have to re-factor them a bit.
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 6) Posted: Tue Feb 28, 2006 11:29 pm
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

The game has now a simple map class and I made a test map.
There was a bug in Kaduria's map class, of course.. managed
to find it out this way.
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 7) Posted: Wed Mar 01, 2006 8:07 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Someone give me a decent working line-of-sight -routine. I can't
believe I'm still struggling with this one after all these years..
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
drussell

External


Since: Apr 14, 2005
Posts: 12



(Msg. 8) Posted: Wed Mar 01, 2006 8:30 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Krice wrote:
> Someone give me a decent working line-of-sight -routine. I can't
> believe I'm still struggling with this one after all these years..



I like this one; I wrote it for my Seven Day Roguelike:



#define FIX 8 //fixed point bits

#define NUMDEG 2048 //circle; must be power of 2

#define PI 3.1415926535

#define SIN(x,y) \
((x)*(int)SineTable[((y)+NUMDEG)&(NUMDEG-1)])

#define COS(x,y) \
((x)*(int)SineTable[((y)+NUMDEG+NUMDEG/4)&(NUMDEG-1)])

short SineTable[NUMDEG];

void CalcLight(void)
{
LEVEL *p;
int i, cx, cy, a, d, x, y, ch;

//do this once in init phase
for (i=0; i<NUMDEG; i++)
{
SineTable[i] =
(short)(sin((double)i*(PI*2)/NUMDEG)*(1<<FIX));
}

//clear lighted map
p = Level;
i = LEVEL_W*LEVEL_H;
while (i--) {p->lighted = 0; p++;}

cx = (Player.x<<FIX)|128;
cy = (Player.y<<FIX)|128;

//simulate light rays
a = 0; while (a<NUMDEG)
{
d = 0; while (d<(LAMP_LIGHT_RADIUS<<FIX))
{
x = (cx+((SIN(d, a))>>FIX))>>FIX;
y = (cy-((COS(d, a))>>FIX))>>FIX;

if ((unsigned int)x<LEVEL_W &&
(unsigned int)y<LEVEL_H)
{
Level[LEVEL_W*y+x].lighted = 1;

//break if light struck obstacle
ch = Level[LEVEL_W*y+x].ch;
if (!WALKABLE(ch)) break;
}
d += 64;
}
a += 8;
}
}



-Donnie
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Radomir 'The Sheep' Dopie

External


Since: Aug 11, 2005
Posts: 280



(Msg. 9) Posted: Wed Mar 01, 2006 11:55 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

At 1 Mar 2006 08:07:07 -0800,
Krice wrote:

> Someone give me a decent working line-of-sight -routine. I can't
> believe I'm still struggling with this one after all these years..

Search for 'breshenham' Smile
There are some ath dungeondweller, afair

--
Radomir `The Sheep' Dopieralski
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 10) Posted: Fri Mar 03, 2006 2:57 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Making this game made me realize how much I actually hate roguelikes:)
So.. I quit. For now. From Kaduria and surely from this project. I want
to do something else for a while.
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
jice.nospam

External


Since: Mar 03, 2006
Posts: 5



(Msg. 11) Posted: Fri Mar 03, 2006 7:31 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Radomir 'The Sheep' Dopieralski wrote :

> Search for 'breshenham' Smile

Hi all,

This is my first post here.
Here is the bresenham "toolkit" I use in a roguelike I started to code
recently.
I use it for light raycasting.
This is basic C, but can be easily ported to C++/Pascal/whatever you
like

usage to cast a ray from "from" to "to" positions (you just have to add
a break in the infinite loop if you hit a wall) :

typedef struct { int x,y; } pos_t;
pos_t from={<starting x,y coords>};
pos_t to={<end x,y coords>};
bresenham_init(from,to);
int end=0;
light_map_at_pos(from);
while (! end ) {
end=bresenham_step(&from);
light_map_at_pos(from);
}


and now the "toolkit" :
//=============================
// bresenham line drawing
static int bresen_ix,bresen_iy;
static int bresen_e;
static int bresen_dx,bresen_dy;
static int bresen_xd,bresen_yd;
void bresenham_init(pos_t from, pos_t to) {
int x=from.x,y=from.y;
bresen_xd=to.x;
bresen_yd=to.y;
bresen_dx = to.x-x;
bresen_dy = to.y-y;
if ( bresen_dx > 0 ) {
bresen_ix=1;
} else if ( bresen_dx < 0 ){
bresen_ix=-1;
} else bresen_ix=0;
if ( bresen_dy > 0 ) {
bresen_iy=1;
} else if ( bresen_dy < 0 ){
bresen_iy=-1;
} else bresen_iy = 0;
if ( bresen_ix*bresen_dx > bresen_iy*bresen_dy ) {
bresen_e = bresen_ix*bresen_dx;
bresen_dx *= 2;
bresen_dy *= 2;
} else {
bresen_e = bresen_iy*bresen_dy;
bresen_dx *= 2;
bresen_dy *= 2;
}
}

boolean bresenham_step(pos_t *p) {
if ( bresen_ix*bresen_dx > bresen_iy*bresen_dy ) {
if ( p->x == bresen_xd ) return TRUE;
p->x+=bresen_ix;
bresen_e -= bresen_iy*bresen_dy;
if ( bresen_e < 0) {
p->y+=bresen_iy;
bresen_e+=bresen_ix*bresen_dx;
}
} else {
if ( p->y == bresen_yd ) return TRUE;
p->y+=bresen_iy;
bresen_e -= bresen_ix*bresen_dx;
if ( bresen_e < 0) {
p->x+=bresen_ix;
bresen_e+=bresen_iy*bresen_dy;
}
}
return FALSE;
}

--
Jice
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
jice.nospam

External


Since: Mar 03, 2006
Posts: 5



(Msg. 12) Posted: Fri Mar 03, 2006 8:54 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Thanks ! I'm trying to see how the RL style could evolve to something
more user friendly. I hope I'll get something interresting.

No need to say I get lots of ideas from your DoomRL Wink

--
Jice
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Slash

External


Since: Dec 14, 2005
Posts: 119



(Msg. 13) Posted: Fri Mar 03, 2006 10:34 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

jice.nospam RemoveThis @gmail.com wrote:
> Thanks ! I'm trying to see how the RL style could evolve to something
> more user friendly. I hope I'll get something interresting.
>
> No need to say I get lots of ideas from your DoomRL Wink

DoomRL isnt his :p

>
> --
> Jice

--
Slash
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
jice.nospam

External


Since: Mar 03, 2006
Posts: 5



(Msg. 14) Posted: Fri Mar 03, 2006 11:01 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Back to top
Login to vote
Krice

External


Since: Jul 13, 2005
Posts: 373



(Msg. 15) Posted: Fri Mar 03, 2006 11:14 am
Post subject: Re: 7DRL: ZeldaRL [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Slash wrote:
> I think I am getting bored of roguelike development... been a lot of
> time invested on this... when I am developing this game all I think is
> I am wasting my time and I want to work in another project (a turn
> based strategy game).

I think life is all about wasting your time. It's just the matter how
you do it:) Anyway, the last six months of rewriting was just
too much to handle. I want to do something that gives me
something back. Small, playable games.
 >> Stay informed about: 7DRL: ZeldaRL 
Back to top
Login to vote
Display posts from previous:   
Related Topics:
7DRL: TBA! :P - I'm going to throw my hat into the 7drl arena by taking on a project I've wanted to do for ages. I think it will get me past the mental block of actually getting started. My concept is based around the remains of a post apocalyptic world with gang..

7DRL: Invader - Well, I've talked myself into attempting a game for the 7DRL challenge. :-) Invader will be a sci-fi RL where the player is the planet's only hope of stopping a dread alien invasion ship. The character's base of operations will be their docked ship. ....

7DRL : Commander - It is 13.40 in my time zone (GMT +100). Time to start my 7DRL project: Commander. I will do it in Free Pascal. Plans are quite big so there is real danger of failure. Good luck to all participants of 7DRL contest. -- Michal ''Ancient'' Bielinski

7DRL - Deserted... - Okay, Here's to learning new things :) I am beginning work on my 7DRL, Deserted. Everybody loves waking up on a desert island, right? C++, dev-cpp, minGW... no curses.. I'm just beginning to dip into that. So, everyone get ready for a monochromatic..

7DRL: The Walk - OMG, and I thought it starts on Monday :( I thought up the name in a hurry since it was not even decided and I even tried not to think about it. The game was also not formed, but from what I've been reading laterly, it would most likely be a..
   Game Forums (Home) -> Roguelike -> Development All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Goto page 1, 2
Page 1 of 2

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]