Friday, 17 January 2014

HyperRogue 4.3 and Pandora

Pandora (image from Wikipedia)


mcobit has contacted be about his porting of HyperRogue to the gaming console Pandora. It was quite fun to improve HyperRogue's controls to make them work well on a device with a small screen, keyboard, and two joysticks (even if I have no Pandora myself). On Pandora, you need to touch and release to move (or use a joystick), arrow keys move (instead of panning), and shoulder buttons can be used to move diagonally; these could be also useful with other ports in the future. But the desktop HyperRogue got some control improvements, too. There are no real gameplay changes, unless you count new flavor messages which appear when you press 'g'.
  • You can now actually control the whole game with keyboard (well, except the graphical editor and the help which you get when you right-click the framerate). When panning with arrows, a cursor appears, and you can press F1 for more information about that location, or 't' to teleport (if allowed).
  • Keys 't' and 'g' now display messages if you have no respective Orb.
  • You can now use a joystick to move. If you have two joysticks, the second one can be used for panning. There are two modes of joystick movement (press 'p' to switch).
  • Right Shift and Right Ctrl change the meaning of mouse presses (useful with touchscreens and mice with too few buttons).
  • Anti-aliasing can be enabled/disabled in the config file.
  • Window caption was missing.
  • You can now press the middle button to pan (a quite fun feature that was previously available only on Android), or use the mousewheel for far movement (down) or panning (up).
Download HyperRogue 4.3 here (Windows+source+music, 44MB); if you already have the music, you can download the version without music (1MB).

By the way, the next version of NotEye will have a Third Person Perspective mode. NotEye's FPP mode was mostly a joke to show the nonsense of the obsession with 3D in modern games, but the new TPP mode is something that looks quite well and is actually playable. Stay tuned!

Tuesday, 17 December 2013

HyperRogue 4.2 smoothly released!

It turns out that OpenGL works with the Minkowski hyperboloid too! As a result, HyperRogue 4.2 is released, using OpenGL for display, which works MUCH more smoothly than previous versions. In case of any problems, the non-OpenGL renderer is still available (run with the "-o" option or press F2 o to toggle), and without OpenGL, anti-aliasing can be turned on or off (F2 Shift+O).

Also, fixed a crash bug with Ivy plants — it affected the Android version (and thus was fixed in 4.1a for Android), not sure whether it affected the desktop version too.

To celebrate the smoother engine, a better looking Wolf has been added. I am happy with the current graphics, but if you are interested in making alternative vector-based art, we could work on it ;) Don't forget that you can press F6 to draw your own floors and player character. (In the Roguelike Radio episode 83, Kawa mentioned how the @ sign traditionally used in roguelikes can represent any kind of character that the player imagines. In HyperRogue, you can actually draw one! Well, the editor is very simple for now, colors are not supported yet.)

There are no gameplay changes. See the HyperRogue website for more information about HyperRogue.

I am still working on porting the changes to Android, hopefully the Android port will also run more smoothly soon.

As expected, you can now vote for Roguelike of the Year on ASCII Dreams. Don't forget to vote for HyperRogue, Hydra Slayer, and ADOM! If you want to support HyperRogue, bitcoin donations are now possible (not sure whether they work, though).

Download HyperRogue 4.2 here (Windows+source+music, 44MB); if you already have the music, you can download the version without music (1MB). Happy hacking!

Tuesday, 10 December 2013

HyperRogue 4.1 is released!

HyperRogue 4.1 is released, with the following improvements:
  • In the Android version, the Android-standard menu for user settings (which are saved now), and the game log is available from the menu. (This was actually done in version 4.0b, but not announced here.)
  • Added tags to the OGG files. (Actually this was already done in "hyperrogue-40t.zip", but not announced here.)
  • An option to reduce the framerate limit to conserve CPU energy. Also framerate is reduced in non-game screens and when the app is not in focus. (Thanks to Damyan Ivanov for suggesting this!) Unfortunately desktop only, for now (on Android the framerate is low even with full CPU usage, at least on my devices).
  • Alchemist's lab fixes: all monsters (except eagles and ghosts) now adhere to the rules. Fixed a bug with pushing Thumpers through. Mimics and mirrors no longer damage the slime colors. Worms and Ivies can enter the Alchemist's Lab now. Flash/lightning spells now copy the slime color under PC when used in the Alchemist's Lab (thus allowing easy travel). (Thanks to Andrew Farnsley for mentioning this and several other bugs!)
  • The Jungle is easier now. (Previously, either a single ivy with 7 branches, or two ivies next to each other with 5 and 4 branches, were generated; the ivy got less branches if the required cell was blocked. Now, the harder case only happens in 25% cases (instead of 50%), and the ivy is not generated at all if some of the locations for branches are blocked by other ivies.)
  • The greater demon description now explains the mechanics is more detail. Mimics and mirrors no longer kill greater demons (they turn them to lesser demons instead).
  • Fixed a minor bug with Thumper power draining incorrectly, and a bug with bonfire power draining twice as fast as stated.
  • Eagles and ghosts no longer fall or collapse tiles in the Land of Eternal Motion. Also, Eagles now actually fly (i.e., can go through lakes, chasms, and slime).
  • The Esc-screen now displays the last messages (scrollable with the arrow keys).
  • Contributors are now listed in the Credits section in Help.
  • Added missing license files to the package.
  • Fixed the filename in hyperrogue-music.txt for Cocytus.
Download HyperRogue 4.1 here (Windows+source+music, 44MB); if you already have hyperrogue-40t.zip, you can download the version without music (1MB). The Android version should be available on Google Play soon.

See also: the HyperRogue website

Have fun! And don't forget to vote for HyperRogue, Hydra Slayer, and ADOM in the Roguelike of the Year poll, which should come soon on ASCII Dreams!

Monday, 2 December 2013

interview and ADOM pre20

Rather old news, but there has been an interview with me on the Roguelike Radio!

Also, ADOM prerelease 20 is available (for everyone). It includes a newer version of NotEye than the one available on the official NotEye's website. But I am going to wait a bit before releasing the new version officially.

Stay tuned!

Tuesday, 15 October 2013

NotEye 7.3

NotEye 7.3+Hydra Slayer 15.3 is released!

NotEye 7.3 has the following changes visible to players. You can see them in Hydra Slayer 15.3, as well as in ADOM Prerelease 17, which is coming soon to donors!
  • Some crash bugs in NotEye 7.2 have been fixed.
  • The display does not jump to center of the new player position immediately—instead, it moves smoothly.
  • Smooth character movement animations in games which support it, such as Hydra Slayer or ADOM. There are some issues with it, but still, I think it is a nice feature.
  • Auto-scrolling, manual scrolling, and movement animation speeds are configurable.
  • OpenGL is now automatically turned on in the FPP mode (this previously worked in ADOM, and has been moved to NotEye).
  • Fixed a problem with out-of-window mouse on Mac (thanks to jt).
  • Ctrl+wheel zooming has a limit now.
  • The Minimap now tends to use the reserve lines if they were allocated.
For those who want to use NotEye for their own games, there are also some more technical changes:
  • Noteye uses Vector and Rectangle structures now (see vectors.noe), instead of {x=, y=} or {x0=, y0=, x1=, y1=} structures. This makes some code more elegant (we no longer need to do the same thing for X and Y coordinates separately).
  • Adjustments for the Roguelike Bundle: NotEye detects if it is a part of the Bundle, and adjusts its menus accordingly.
  • Added "pickinteger"/"pickbool" functions to make it easier to write user config files (config-GAME.noe).
  • Redesigned the display system. Most of the functions have changed.
  • FPP mode now accepts floating point coordinates of the origin.
  • Fixed spFree ordering in the non-OpenGL FPP mode (it is now drawn after spFloor/spCeil).
  • I have started some refactoring (to reduce the number of global variables), but this is still a work in progress.
  • Some of the changes above are not backward compatible (old game.noe files would not work with the new version). The file "backward.noe" is supposed to list what has changed, and apply fixes for old game.noe files.
You can download NotEye+Hydra Slayer (Windows binary+source) here (~8 MB), or the Roguelike Bundle Draft v1.2 (Windows, 20 MB) with more games included which work out of the box.

Have fun!

Friday, 11 October 2013

HyperRogue 4.0! (music and other features)



HyperRogue version 4.0 is hereby released!

This version includes music, by Neon Corridor. You can now listen to a canon which plays in reverse in the Land of Mirrors, a mysterious tune in R'Lyeh which always gets lower and lower, and many more great tunes on your way to the Orbs of Yendor! Also some things have been improved (Crossroads treasure added, Ivies improved...), and some exploits have been removed (thanks to Adam Borowski for noticing these).

The full changelog is below:
  • music support added
  • Ivies have been greatly improved: they shrink if an active branch sees no good move (except at the root), they are now active as long as there is at least one segment in view, and they no longer go to the Alchemist Lab (as this caused bugs). Also, if you cut an active Ivy just after root or another branching point, it immediately regrows and spins (previously it regrew without spinning at the root, and caused bugs at other branching points)
  • Worms are now active as long as there is at least one segment in view, they now destroy walls and thumpers around them when they explode (so if you find a good place for killing worms, it is hard to use it more than once), and worms and tentacles can go to other lands now, except Motion and Alchemist (but worms produce spice on explosion only in the Desert)
  • After getting 10 Demon Daisies, Crossroads get a unique treasure to be found (Hyperstones), so the player has some point to spend time there (should be fun, since you are likely to meet almost all monsters and orbs on the Crossroads)
  • the cheat mode has been extended (press F2 F4 to start cheating, then press shift+letter for various effects)
  • Cocytus works now (but is still available only via cheating or by getting an insane score)
  • if you collect a lot of items in a single land, this increases the spawning rate of wandering monsters in all lands, so you are no longer relatively safe by walking at the edge
  • when used on a location containing both an item and a monster, context help now shows information about the monster
  • added some flavor messages, and replaced "ESC to quit" with "ESC for menu/quest", to make it more clear to the players that there is more about the game than hunting for treasure
  • pressing F1 or right clicking while looking at the context help now displays the general help screen
  • Fixed the Crossroads description (there are no longer Crossroad Rangers and big holes in the ground)
  • improved the general help screen
  • improved the handling of non-qwerty keyboards (movement is done according to the QWERTY layout as previously, but other menus take the layout into account correctly)
  • Alchemist Lab: the description is more detailed now, killing lots of slimes no longer degenerates the Alchemist's Lab into pure treasure, slime beasts now destroy items around them when killed, and dead orbs no longer cause the slime to spill
  • Living Caves: Foreign monsters and objects affect the Living Caves now, and cave trolls now destroy items around them when killed
  • Graveyard: killing graveyard monsters slowly increases the initial monster rate in the graveyard (so grinding for Dead Orbs is harder), and necromancers can go outside the Graveyard now
  • renamed Icy Lands and Living Caves to singular (for better grammar)
Have fun!

HyperRogue homepage
download source+Windows binary+music (44 MB)

Thursday, 5 September 2013

Hydra challenge, new NotEye, HyperRogue music and exploits

It seems that a lot of things have happened during the last month...

In the previous two weeks, Hydra Slayer was featured in the Reddit Roguelike Weekly Challenge. Players were asked to play Hydra Slayer and reach as deep as possible. You can see the results here.

I had some fun, and I hope that the challengers had fun too. Congratulations to ionfrigate for winning! :)

Still, I think that the Hydra Slayer challenge did not show the game's full potential... I mean, it was not as fun for the players and myself as it could be. For players competing for scores, I think it would be better to count the wounds gained during the 50 levels, instead of going as deep as possible (I think that the game gets quite boring after level 50...). Also, all of the high-ranked players have been playing as daughters of Echidna, which is unfortunate IMO, as they are the least interesting race for me: it is easier to construct an efficient weapon set for Echidna than for other races; using this efficient weapon sets is a rather boring calculation; and they seem to be more powerful than the other races. They pose an unique challenge due to being completely different than other races, but if I was organizing a competition, I would probably ban them.

Still, weapon sets that have been used by different players have been a bit different (one of them used a pick axe, which was surprising for me).

The challenge led to some improvements in Hydra Slayer!
Hydra Slayer 15.2 features:
  • The potion of knowledge is now usable only against a single enemy. This is actually more logical: when facing a bloody hydra and a vulture hydra, for example, you can choose whether to unblood the bloody hydra, or to analyze the vulture hydra.
  • Also, the potion of knowledge is now less useful on shadow hydras: it now shows three single handed attacks. Before this change shadow hydras were extremely boring for Echidnas, since for any respectable Echidna three attacks are enough to kill a shadow hydra, and thus shadow hydras boiled down to drinking the potion and noting the numbers. Especially boring when there were lots of other Hydras in sight, and the game had to analyze each of them, which takes a lot of time for ambidextrous slayers...
  • To nerf the Echidnas a bit, they are now slower to use items. Using items costs a turn, and throwing powder at hydras costs another turn (and the hydra attacks in the meantime while the powder is thrown!). I think that Echidnas need more nerfing, though, so please comment if you have any ideas for this.
  • Some bugfixes: shadow hydras are no longer detected with a right-click. Keys such as 'm' and 'f' now actually work when a hydra is stunned (previously, the screen tended to disappear right away in this case... this bug appeared in UberHunter's videos and I could not find the reason for it, but it was apparently caused by the stun animation). The semi-transparent part of the screen sometimes appeared in the wrong place, this is fixed.


Also, NotEye got some improvements. Some players know these improvements from the closed prerelease of ADOM, or from the Roguelike Bundle draft. Both of these were called NotEye 7.1 (I think), so the official release gets number NotEye 7.2.
The changes are following:
  • Minimap has modes: it can show the old typical minimap from colored boxes, but it can also show the original ASCII screen, or a graphical screen (in the Tile, Isometric, or FPP mode). So the player could play in ASCII mode and have a tiny FPP view in the corner, for example. Also the minimap is movable now, and the default placement is (supposedly) more intelligent.
  • The Noteye window is resizable.
  • A new 3x5 font added (especially useful for the ASCII minimap).
  • Some keys caused NotEye menu to crash in some situations, this has been fixed.
  • Added ChessRogue, Gruesome, Toby the Trapper, and Unstoppable to the NotEye menu.
  • Music now stops when NotEye loses focus. Also better handling of mouse out of the window.
  • Noteye looks for batch files in the 'batch' subdirectory, and can run games via these batch files.
  • Scrollable map. Holding the mouse close to the edge of the map area will cause the map to scroll. Look at the menu (NotEye menu, or some game menu) to center back on the PC. This also means that when the PC is on the edge of the map, the tiles mode will detect this and move the PC off the center, so that more of the map is visible.
  • Zoomable map. You can now zoom the map in the menu (by changing the tile size in the graphical mode submenu), or using Ctrl+Mousewheel.
  • You can now specify the max frame rate, to conserve the CPU.
  • Table streaming, to be used in integrated games, so that special events sent by ADOM will be streamed when creating a NotEye recording or playing via a NotEye server. The next prerelease of ADOM will display a nice, detailed animation when using the machines in the level with lots of guards and a huge shop! ;) (I was surprised when I saw that place first, so no details, go play ADOM yourself if you do not know what I mean)
  • For some games it is good to restrict the map to the original map area, this is better supported now.
  • An option to reserve space below the map appears in the menu now.
  • Fixed some minor bugs with the cache used for zoomed images.
  • Fixed some problems with FPP.
  • noteye_getevent() now actually returns the event.
  • "isosizes" now returns all the original parameters, too
  • NotEye scripts have access to "getkeystate" (e.g. check if Ctrl is checked) and "getticks" (for timing)
You can download Hydra Slayer 15.2 and NotEye 7.2 here.

Last but not least, I am collaborating with NeonCorridor: he is creating great music for HyperRogue. The songs which are ready are available here; comments are welcome :) For a long time, I felt that HyperRogue was complete except that music was missing, and this is going to be fixed in a few weeks. Also, Adam Borowski has discovered some exploitful strategies in HyperRogue, which allowed one to achieve unlimited scores while remaining safe (or practically safe). These are also going to be fixed in HyperRogue 4.0. Stay tuned!