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Thread: New NetHack release for the PSP NetHackPSP-1.0c.zip

                  
   
  1. #61
    PSP Coder IveGotThePawa's Avatar
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    Quote Originally Posted by steve-b
    yeah that highlighted square would be perfect, far more elegant than a menu
    I got that working. The only problem with that is that you have to chose the direction then confirm it. So it take twice the time to do the same thing as before.

    But the advantage is that doing stuff in diags is now available.

    Maybe I'll do something like, if you press the direction buttons only, go that way immediatly. But if you press (for example) TOP_LEFT + a direction button, then you get the highlighted square.

    Hmmm

    Pawa

  2. #62
    PSP Coder IveGotThePawa's Avatar
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    Quote Originally Posted by megalodon
    You can check a great little "rogue-like" game called ADOM (http://www.adom.de/) which does exactly that - elves' expert archers that are supposed to be really lethal in range, and have all sorts of extra power-attacks and such. The game's mechanics are great all-around, but that's irrelevent. You can, however, look at how the game does the spell-based and ranged combat and take notes
    Thanks ! I'll check it out.

    Pawa

  3. #63
    PSP Coder IveGotThePawa's Avatar
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    Quote Originally Posted by gnazzah
    I feel I should have guessed it was something like that. Easy to say when you know the anwer. Anyways: Worked like a charm! Thank you sir!
    I'm glad it did... I will need a way to make sure this SAVE directory is always created. Either in the game or in the zip file, put a bogus file in it (more likely).

    Pawa

  4. #64
    DCEmu Regular steve-b's Avatar
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    Quote Originally Posted by IveGotThePawa
    I got that working. The only problem with that is that you have to chose the direction then confirm it. So it take twice the time to do the same thing as before.

    But the advantage is that doing stuff in diags is now available.

    Maybe I'll do something like, if you press the direction buttons only, go that way immediatly. But if you press (for example) TOP_LEFT + a direction button, then you get the highlighted square.

    Hmmm

    Pawa
    That sounds ok, comfirmation may be useful..I magic missile my pet way too much

    Perhaps go with just the confirmation message for now and if there is bad feedback add in the 'top left + direction' thing.

    Next question: When can I try it!

    (damnit my pet just fell in a pit on dlvl 1)

  5. #65
    DCEmu Newbie gnazzah's Avatar
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    Quote Originally Posted by IveGotThePawa
    I got that working. The only problem with that is that you have to chose the direction then confirm it. So it take twice the time to do the same thing as before.

    But the advantage is that doing stuff in diags is now available.

    Maybe I'll do something like, if you press the direction buttons only, go that way immediatly. But if you press (for example) TOP_LEFT + a direction button, then you get the highlighted square.

    Hmmm

    Pawa
    I don't like the idea to have to use the TOP_LEFT every time I want to move across. That would kill my fingers eventually.

    What about suppressing the y/n dialog and let a timer press y for you like I suggested earlier? This would only apply to times a general direction takes place. When you, for instance, would like to farlook youl'd move the cursor and confirm the oldfashion way. The timer must be quite short, but not too short to let one press the directional pad twice. This way you also solve the _self . dilemma. Move right-left and you're back to start.

    Hey! And if the user presses the directional pad before the time is up, the move is made and a new sequence is started.

  6. #66
    PSP Coder IveGotThePawa's Avatar
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    Quote Originally Posted by steve-b
    That sounds ok, comfirmation may be useful..I magic missile my pet way too much

    Perhaps go with just the confirmation message for now and if there is bad feedback add in the 'top left + direction' thing.

    Next question: When can I try it!
    How about now? I will upload a new Beta.

    Quote Originally Posted by gnazzah
    What about suppressing the y/n dialog and let a timer press y for you like I suggested earlier?
    I don't think a timer is a good idea in a turn based game. Anyway, as I said to steve-b, I'll upload a new beta. Download it and tell me what you think about it.

    Thanks guys.

    Pawa

  7. #67
    DCEmu Regular steve-b's Avatar
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    hey Gnazzah, I think you have the wrong end of the stick here...you'd only have to do the top-left thing if you wanted to shoot/spell diagonally, not every time you wanted to move.
    I see it like this..
    zap spell..
    what direction?
    (its not n,e,s or w, so you hit top-left to bring up the cursor square)
    (it is n,e,s or w, so you just tap the d-pad as you do now)



    I'll download this new one when I get home from work and have a play around

  8. #68
    DCEmu Regular steve-b's Avatar
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    Pawa,

    I had ten mins free so I tried it at work anyway :P The spell aiming works a treat, and i'm not getting a confirmation question. I just click on the square and it zaps! This is perfect IMO. It even lets me pick myself, so you seem to have covered all the bases here
    Also, the options menu looks sweet. I'll try that out when I have a bit more time

    So, just scrolling missing now? I guess we can even live without that on the main map. But scrolling the menu windows might be a good addition for when your inventory is massive and you want to view the options at the bottom of the list etc.


    Thanks for your hard work, it's really paying off man

  9. #69
    DCEmu Newbie gnazzah's Avatar
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    I don't think a timer is a good idea in a turn based game.
    Hmm. I don't mean to go away from the turn based concept. Each turn is just 'packed' within a timelimit whenever you want to perform a move. Otherwise you have all the time in the world, of course. Maybe I don't explain the idea well enough? I'll make an example of what I think could work:

    My character is just about to quaff from a fountain at dungeon level 3. Suddenly a stream of Water Moccasins emerge from the fountain. The poor low level Tourist stands no chance towards these crawling creatures and decides to flee the scene. The only opening is to the south west, where I entered through a doorway.

    By pressing down, then left rather quickly I move the character SW (in one turn). I do this a couple of times, while the monsters follow. At the door opening I check my inventory to find an unidentified wand. I decide to test it. I zap ('In which direction?' up, right 'Confirm?' yes) back the way I came from to find it was a wand of Magic Missile. It kills the nearest Moccasin, hurts two more. I step out of the door opening (left and wait 0.4 seconds before the character actually do the move) and analyze the situation (40 seconds, or whatever): I'm nearly dead, but have a mighty weapon. I will probably die if I engage in further battle with the Moccasins. I decide to close the door (close 'In which direction?' right) to regain my strength.


    As you see I do not mean to corrupt the turn based gameplay. I simply suggest you could fit within a timed period a move consisting of two key presses.

  10. #70
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    Excellent! You even added the options menu! (albeit you can't see the options past A, but still). I really like the added interface, especially the ability to type things, really good work there!

    Hmmm, what would really make it perfect for me is actually a little "help" menu that could pop-out whenever you press the top left or top right buttons. For example: when you press the top left button you get a mini help menu that says X-Open, Square-Search, Triangle-Close etc...

    By the way, is there a way to add some sort of "sticky-keys" in the game? So you could just hold the right D-pad button and continue moving right instead of having to press the right D-pad for every step. Just wondering

    Keep up the good work, as usual!

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