Hey,
AppSurfer is a nice website which allows to play Android apps on the Web. I have added
Hydra Slayer:
Hydra Slayer on AppSurfer
Works a bit slow, but if for some reason you want to try Hydra Slayer without downloading, or see how the Android version works, now you can :) You can play by clicking the screen (as you probably would on Android), or with the keyboard (see this page for the list of keys).
But don't forget that the real desktop version looks better, is more user friendly, and you can save game safely :)
HyperRogue is available too, but unfortunately it seems too slow yet.
Thursday, 22 November 2012
Monday, 22 October 2012
NotEye 6.1 + Hydra Slayer 14.1
NotEye 6.1 + Hydra Slayer 14.1 is released!
Most of the changes in this version went into NotEye (I am working on ADOM and some of these features will be probably used there):
Hydra Slayer got two minor changes: lower walls in the ISO mode (previously it was impossible to see scrolls and potions behind walls), and fixed spelling ("machete" instead of "machette").
Most of the changes in this version went into NotEye (I am working on ADOM and some of these features will be probably used there):
- NotEye menu is now split into several submenus, so you no longer get one huge screen filled with options with strange hotkeys. This also makes it possible for game configurations to easily add their own options, and for config.noe to allow users to add their own menu options for quick access.
- NotEye script refresh (previously Menu-F5, now Menu-DR) no longer breaks games with integrated NotEye support
- Fixed a bug which caused crashes when selecting scaled fonts before selecting their original versions
- isoparam now has an additional argument, useful for tilesets with non-square ratios
- sfIItem (when used alone) is now done via tiletransform instead of caching an image (this is more effective and also no longer causes losses of quality due to double transformation)
- Fixed the Brogue config which apparently did not work for some reason
- tiletransform now works correctly with negative scaling factors (allowing script devs to do mirror images easily)
- you can now compose recolorings if they are of different types (however, for backward compatibility, if recolorings composed were of the same type, the new recoloring replaces the old one)
- "recMult" recoloring algorithm is now able to modify the alpha channel, so you can use it to create a transparent version of an image
Hydra Slayer got two minor changes: lower walls in the ISO mode (previously it was impossible to see scrolls and potions behind walls), and fixed spelling ("machete" instead of "machette").
Monday, 15 October 2012
Hydra Slayer version 14.0 (plus NotEye 6.0)
After some time, I have finally managed to work a bit on Hydra Slayer. Most of the work was on the Android port, but I have also found several big bugs in the desktop version, too. Here is the list of changes.
- Fixed the bug which caused you to clear the further dungeons if you reloaded a game saved before the boss level.
- Fixed the WEADZX keys for hex movement.
- The slayer now looks differently when dead.
- The hex mode uses the color theme similar to the new one (brown, not blue).
- You no longer play the same game seed if you quit the current char and restart.
- (NotEye) Fixed a crash bug when loading the game.
- (pure console obtained by compiling the Hydra Slayer directly) Fixed problems with Curses calls. Fixed the auto-explore
- (Android) Adjusted for the recent changes (13.1-13.9), including some of the new graphics, and the Tutorial. Long texts are now broken more reasonably. Better menu item names. The game shows you where you should touch to get the convenient menu.
Download Hydra Slayer 14.0 + NotEye 6.0
Have fun slaying Hydras!
Wednesday, 19 September 2012
ARRP news
I was planning to release the new version of HS+NE on the ARRP, but unfortunately, my testers were too busy working on their own games, and I was unable to improve the latest version, due to not enough feedback about the new graphical style. I was quite busy, too. Hopefully I will get some feedback soon, and I will release the new version, finally :)
On the other hand, Psiweapon and Michał "Ancient" Bieliński have recently released PRIME, using NotEye as a graphical renderer. Great to finally have NotEye successfully used by someone other than me. And a great roguelike too. I heavily recommend it :)
Good luck!
On the other hand, Psiweapon and Michał "Ancient" Bieliński have recently released PRIME, using NotEye as a graphical renderer. Great to finally have NotEye successfully used by someone other than me. And a great roguelike too. I heavily recommend it :)
Good luck!
Saturday, 1 September 2012
Exciting times
The ADOM crowdfunding campaign became a great success. One of the major roguelikes got $90000 for its resurrection. Congratulations to Thomas for a great campaign! And I am very happy to be a part of it. I have learned a lot about marketing and graphics (Hydra Slayer should look better from now).
I have also put HyperRogue III on Steam Greenlight. I am not very serious about it, but I got some new players, and it generated some interesting discussion, so I think it was a very good idea.
In two weeks, ARRP will come, and we will release the Roguelike Bundle. I have got some useful feedback from Ancient and Darren Grey, and I am releasing the new versions of NotEye and Hydra Slayer.
NotEye 5.9:
Hydra Slayer 13.9:
You can download NotEye + Hydra Slayer here. Have fun! And see you on the ADOM Resurrection Virtual Party today, and on the Annual Roguelike Release Party in two weeks!
I have also put HyperRogue III on Steam Greenlight. I am not very serious about it, but I got some new players, and it generated some interesting discussion, so I think it was a very good idea.
In two weeks, ARRP will come, and we will release the Roguelike Bundle. I have got some useful feedback from Ancient and Darren Grey, and I am releasing the new versions of NotEye and Hydra Slayer.
NotEye 5.9:
- Improved handling of out-of-map cells in the ISO mode
- Minimap can use a different border color
- Added some basic info to README.txt
- Fixed the problem with HOME and END keys
- Changed NotEye's transparency key checking to match the behavior of SDL
- Fixed the mirror images of floors (spFree) in the FPP mode
- NotEye's Curses routines are no longer hardcoded to 80x24 screen
Hydra Slayer 13.9:
- Changed the palette in Hydra Slayer to a more tasteful one (you can press F8 to get the original, although it won't react immediately, and is not documented)
- Changed the floor color to brown
- In Hydra Slayer, unseen cells are now dark gray instead of black; and parts of the map which are outside of the level are a brighter shade of gray (they no longer look like walls)
- Added shadows for items, objects, and walls
- Improved the minimap colors (the background is no longer black, has a frame)
- Tiles changed for PC and scrolls
- A special picture for Centaur and Echidna PCs
- You no longer get a huge menu when you start the game. Race selection is a separate menu now
- Added an option to open another savefile, or rename the savefile
- The game now automatically goes to the main menu when the PC is dead
- However, it is possible to resume game, and theoretically it is even possible to get back to life after being defeated... added an achievement for this
- Made the Human description more concise
- Fixed a grammar error in the Centaur description
- Fixed a bug with weird letters appearing in the inventory in the minimap mode
You can download NotEye + Hydra Slayer here. Have fun! And see you on the ADOM Resurrection Virtual Party today, and on the Annual Roguelike Release Party in two weeks!
Wednesday, 29 August 2012
ADOM gets NotEye support and tiles!
I should have written about this earlier, but now, we know that it is true: ADOM gets NotEye support and tiles!.
There are only 36 hours left, so you can still make ADOM even better!
Maybe I should start a crowdfunding campaign on my own, for NotEye (or for Vapors of Insanity)? Just wondering.
There are only 36 hours left, so you can still make ADOM even better!
Maybe I should start a crowdfunding campaign on my own, for NotEye (or for Vapors of Insanity)? Just wondering.
Thursday, 16 August 2012
NotEye 5.8 and ADOM news (and Hydra Slayer 13.8)
The video above is not yet integrated. Krys has created the most basic parts of the tileset, and I have made NotEye support them. Just in case, other NotEye's graphical modes also work with these new tiles: 32x32 tiles, 64x64 tiles, isometric Terinyo, FPP, and mini-tiles.
Although NotEye 5.8 does not include the work specific for ADOM, it includes several technical improvements which were required for this (or for other reasons):
- Alpha channel is now supported in tiles (and in fonts). This might have broken backwards compatibility ("transparent color" which was 0x008000 can now be 0xFF008000 because it has 0xFF alpha now), so take care.
- Multi-layered tiles. This means that you can say that a part of the tile is on layer 0, and a part is on layer 1, for example. We draw all layers 0 first, then we draw all layers 1. Glowing torches in the ADOM video are done using this (we draw the glowing auras after all the level has been drawn).
- tiletransform is now partially supported in ISO (IItem only) and FPP (walls, items, monsters). Still not a complete support, but at least, stun animation in Hydra Slayer now works in ISO and FPP modes too.
- Added a "spFree" spatial flag which allows more complicated 3D models (together with a new tile transformation). Not very useful for now (as it is not documented and has no practical way of specifying that the surfaces should be drawn in the correct order), but at least there is something. Stairs in Hydra Slayer use the new abilities.
- spWall and spIWall separated into several spatial flags, so you can design each wall separately
- Ability to halt music. Hydra Slayer does this on death (I am thinking about adding some special music, but silence will do for now).
- Some tileXXX functions now have extra parameters. Specifically, tileshade and tilefill are combined into one, which also gives more options (set any alpha value, and it can be different for R/G/B). TileTransform now has extra parameters for 3D (shift in the third dimension, rotate), and recolor can use one of several algorithms now (the old recDefault, recMult which simply multiplies tile's color by the new color, and recPurple which works like the default but affects only shades/desaturations of purple).
- NOAUDIO and AVOID_NET flags work now (i.e., NotEye actually compiles with them)
- Improved generic-tile.noe
- Fixed support for games where the movement is with numbers (used in ADOM)
- Some auxiliary functions for color handling in Lua
- For integrated roguelikes, NotEye now also exports "setfieldString" and "setfieldBool" for more integration options
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