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Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#1
7day roguelike game called "A quest too far" : http://www.randomstuff.org.uk/~geoff...esttoofar.html

Package name is 'questtoofar'.

SDL, character graphics, fullscreen. No mouse support, keyboard only. No support for saving nor hiscore (game doesn't support)


Use backspace for ESCaping from menus.
'?' for help.

This time with menu-icon.
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Posts: 1,103 | Thanked: 368 times | Joined on Oct 2010 @ india, indore
#2
have you been here .....

http://talk.maemo.org/showthread.php?t=33974&page=15

since you are doing very very good job for us all
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Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#3
Another great port, thanks! The only problem I see is with no NW, NE, < and > (FN seems to be not working and in the help file 7,8,9 are used twice, sadly VI keys are not VI at all - only L and J for SE and SW respectively work, similar problem with < and >)
 
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#4
Will it be possible to customize the keys in the next build?
for movement -
Q W E
A S D
Z X C

(W)eild and (D)rop will have to be moved to different keys. The rest would work like they are.
 
Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#5
I amended util.cpp where the key definitions are. To avoid potential problems with multibind I set standard VI keys for movement (kjlh - up/down/right/left, u/NE, y/NW, b/SW, n/SE). If Aapo would have time to recompile, this game should be fully working.
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File Type: gz util.tar.gz (846 Bytes, 91 views)
 

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#6
Changes:
* vi/nethack -movement (plus arrows for south, north, west and east)
* space and backspace for dismissing menus
* removed 'esc' -texts.
* 'p' and ',' and 'g' = pick upping
* help text correspond reality
* Cursor hidden (mouse is not used)
* Key repeat added.
* Added readme.txt (mentioned in intro)
* Use png-format, not bmp (sdl-image used)
* Binary-name changed (now without upper-case letters)
* Wider resolution used. (I think it is now 800x476)

Now game can be played without ESC-key. There are no need for ">", because "enter" goes down. Game does not have upstairs, there are no need to go up!


I think there are only one missing feature: way to close/quit the game inside game (even 'Game over' doesn't have quit). Are this needed (and/or what else?) before promoting extras-testing?

(Screenshot showing width=800px)
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Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#7
Looks much better now. Dlvl5 is the deepest so far I got. I wonder if leaving some of the stuff at start makes it easier on the hero. Author forgot about Quit option indeed. ctrl-backspace works though.
 
Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#8
Version 1.3-maemo4.
Short:
* Uses much(!) less CPU
* Not 'w' for wielding anymore.
+Same inventory 'i' for all item handling
-No way to wield staffs anymore
* Not 'a' for activate
* Changed: 'f' for dropping
* Add: alternative keys for moving: 'qweadzxc'
+vi-keys still in use
* Suiciding / quit current game. Press 'v' and confirm with 'y'.
rantalai@leno:~/maemo/quest_too_far_rogue/questtoofar-1.3$ head debian/changelog -n20
questtoofar (1.3-maemo4) unstable; urgency=low
* Uses much(!) less CPU
* Not 'w' for wielding anymore.
+Same inventory 'i' for all item handling
-No way to wield staffs anymore
* Not 'a' for activate
* Changed: 'f' for dropping
* Add: alternative keys for moving: 'qweadzxc'
+vi-keys still in use
* Suiciding / quit current game. Press 'v' and confirm with 'y'.
* Add: "Game over, press Y to play again."
* Automatically drops exhausted candle (new feature).


Long story:
*I replaced SDL_PollEvent+SDL_Delay to SDL_WaitEvent. It used about 60% of CPU even not activated. Now it 0% when idling and below 5% when playing. This SDL-event-polling is bigger concept and have been discussed maemo-dev -mailinglist. Now I have better idea how to implement SDL-waitevent.

*I tried to play game with vi/nethack games, but didn't like it, so I added alternative qweadzxc -mapping on code. I shifted some keys and merged some menus. It is not possible to wield staffs anymore (I didn't even know it was possible, until I removed it).
Press 'i' and then choose any item and it is then used / activated /deactivated / weared / wielded / taken off / unwielded. I think it is better now.

*Game can be quitted (with 'v'). Game asks confirmation. Suiciding yourself drops hitpoints to the zero, so you have one turn time until game realise you are dead.
(This is kinda bug, but currently only alternative is that even canceling suicide consume one turn)

*When game ends, it will ask would you like play another round. If not, application is closed. (This might not work if you win the game, I haven't yet won).


*I added one gameplay feature by myself. When candle runs out, it is automatically dropped (and no turns are wasted). This makes candle a little bit better, but I think it adds feeling of raiding. (Maybe wands and staffs should be also tossed automatically when exhausted)

*****
I haven't yet realized what is point of dagger, so I'm planning to add throwing. Maybe, influenced from Powder, that picking up it again doesn't consume a turn.
 

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Posts: 838 | Thanked: 3,384 times | Joined on Mar 2009
#9
Version 1.3-maemo11
* Sticks are automatically dropped when exhausted.
*Throwing.
-Only dagger can be thrown. Dagger can't be wielded. Monsters can't throw.
-Accuracy is same than hitting.
-Damage is same than hitting (ring of might is not counted).
-Distance is 4.
-If missed, it can hit another monster.
-Flight path is visualized, but it shows final situation straigt away.
-If you missed+hit several monsters, messages come opposite order.

*Icon on installer.

I have promoted this to the extras-testing: http://maemo.org/packages/package_in...r/1.3-maemo11/
 

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Posts: 2,076 | Thanked: 3,268 times | Joined on Feb 2011
#10
Wow! Great job man. I wonder if maybe with the addition of dagger-throwing and auto-drop I'll be finally able to beat this one
 
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