Tuesday, 19 February 2013

NotEye 6.6 + Hydra Slayer 14.6

Hello! Time for some bugfixes...

Thanks to CCC, the following things have been fixed in Hydra Slayer 14.6:
  • Fixed the Primeslayer (did not work without enchantment, although it should).
  • Fixed the ambidextrous Vorpal Blade (did not grow correctly).
  • Fixed the missing end-of-lines in the player log file.
Game Hunter has created a Frozen Depths+NotEye video, which caused the following bugfixes:
  • Cursor shown in Frozen Depths (and possibly other roguelikes in the future).
  • Frozen Depths will no longer interpret the "@" on the Help Screen as PC (unfortunately, I see no way to tell Sages from the PC...)
Also the following things have been improved in NotEye 6.6:
  • The Dungeon Crawl config has been fixed (should no longer detect the PC on the X-map, or interpret other humans are PCs - NotEye now knows that PC is always at the same coordinates).
  • In Linux, NotEye (caller.sh, actually) will now automatically turn off the UTF-8 encoding (and use ISO-8859-1). (This bug caused lava and other weird terrain to be displayed as several characters in Crawl.)
  • Letters now look better when drawn on a non-black background (especially when the letters are black).
  • As suggested for PRIME, mousewheeling upwards now moves your character in the opposite direction.
  • Keyboard input menu is improved. Now, it allows you to turn on/off rotation/translation for numpad and arrowkeys, has more explnatory text, and more options for letter-based layouts.
  • Fixed a bug which caused alpha-blended images to be scaled incorrectly.
  • Fixed a problem with noteye_halt and enabling key-repeat on reload.
  • The 'distill' function is now available to script writers ('getdistill'). Mostly for debugging.
  • Tile debugging ('tiledebug') now provides a slightly more informative output (for images and transforms).
Download NotEye 6.6 + Hydra Slayer 14.6

The Seven Day Roguelike Challenge 2013 will be running from March 9th to March 17th. I have no good ideas for my entry yet, but you are invited to use NotEye as your display engine :) See sample.cpp and sample.noe for a simple example. Have fun slaying Hydras, developing and playing roguelikes!

Sunday, 20 January 2013

NotEye 6.5 + Hydra Slayer 14.5

Game Hunter has made several more videos about Hydra Slayer and NotEye. Go watch them!



Of course, some bugs and feature requests were discovered on the way...

Necklace of the Eye 6.5:
  • Some fixes from 6.4 did not actually make it to the release (which actually made NotEye 6.4 unusable with DoomRL and some other games)
  • NotEye now explains what is OpenGL good and bad for
And, on the more technical side:
  • File generic.noe is no longer such a chaotic file, with functions related to many different features of NotEye (view modes, sounds, reading the map, running the game, keyboard input, and fonts). It has been split into several files . Also some stuff has been rearranged.
  • Added some comments in the common/*.noe files.
  • Some sound-related functions added (playsoundloop, playmusicloop, mixsetdistance, mixsetpanning, mixunregisteralleffects) (not yet used, but requested for ADOM)
  • Added 'getobjectinfo' to get info about an object, as a Lua table (for example, using getobjectinfo on a simple image tile will currently return all the values used to create the tile (image, origin, size, transparency key) and the number of empty rows at the bottom)
Hydra Slayer 14.5 (thanks again to Game Hunter for his videos, and Ben Franzluebbers for reporting several bugs):
  • Fixed a bug which sometimes caused hangups on entering the new level in the 4-directional mode
  • invisible walls now look like dark walls, and unknown cells are simply black now
  • shadow hydras are now remembered after you save the game
  • pick axes have been upgraded slightly: they are now doublers (like bows and spears), not stunners, are more powerful (e.g. they work instantly at size 5), have new names and growth messages
  • Mushroom staff now remembers mushroom displacement stats (and is displayed in the weapon history if used only for that)
  • Titans now can press Shift+G to quickly move weapons from the ground to their extended inventory
  • Potion of Knowledge now displays the weapon '0' correctly
  • Fixed a bug which sometimes caused crashes when using knowledge/growth on vampires
  • Updated the onsite feature list to the new theme
Download here, and have fun!

Thursday, 10 January 2013

Hydra Slayer 14.4 + NotEye 6.4

I have noticed some bugs in Hydra Slayer while watching UberHunter's Hydra Slayer videos (and also noticed some more on my own when playtesting). I have fixed some of them, although there are still some left (I have no idea what causes some menus to disappear immediately, and what caused the crash after the 9th episode). Anyway, I think there are enough changes for a new version (for example, daughters of Echidna were much easier to play than intended).

Hydra Slayer 14.4 has the following changes:
  • Damage modifiers (+1 damage for Echidna, -1 damage for having a correct shield) now actually work instead of being displayed wrongly
  • Made bows stronger (longer stun times for larger bows; also stun times are displayed correctly now)
  • Fixed a bug which caused loss of turns when wielding a bow
  • Full-info now always displays the element sequence (and the names)
  • Fixed a bug which caused levels to be empty after using 'o' to use another savegame
  • dragon hydras are now animated correctly
  • time weapons now work correctly against partially stunned hydras
  • Fixed the message when "finding a powder"
  • Removed debug numbers when generating a level
  • The game now makes sure that there is a free spot next to the level entrance (otherwise you could run into problems if you are surrounded by mushrooms and have no dagger)
  • minor fixes to the NotEye file


Also NotEye 6.4 has some improvements:
  • "setscreensize" can override the default screen size (default = font size * ASCII rows/columns); also the ASCII screen is now centered if the resolution is larger than its size
  • Fixed a bug which caused "key repeat" to not work
  • Added an "enablekeyrepeat" function
  • Added a "noteye_getevent" function to libnoteye, which returns the last keypress as an SDL event (so that you can read special combinations); also "noteye_getchev" which reacts to all keypresses and keyreleases
  • Removed endwin() which sometimes caused a crash when closing the program on Windows
  • screen is now cleared after closing a NotEye menu
  • Curses mode now reads "ALT" correctly
  • A small fix to the antialiasing routine (a bug caused weird vertical lines)
  • Fixed a rounding error in tile scaling
  • Auto-shiftdown is now always disabled when using tilefreeform or tiletransform (I will probably add some extra functions to adjust this manually later)
Have fun!

Sunday, 30 December 2012

Happy New Year!

Roguelike of the Year 2012 Poll has ended!

Hydra Slayer got 13 votes. It got 11 votes in 2011, and 14 votes in 2010... the numbers are quite consistent :) Although the gameplay has not changed much, Hydra Slayer has received some interface improvements due to its involvement in the Roguelike Incubator. I hope that these numbers say that the game has improved a lot through 2011 and 2012 :)

By the way, Game Hunter is now running a Let's Play on Hydra Slayer. Go watch it! (It seems there are some problems with screens disappearing right away... strange, it never happened for me)

HyperRogue III got 23 votes, plus 5 votes for the 7DRL version (HyperRogue II). I see that the draft from the last year (Hyperbolic Rogue) received 11 votes. Anyway, I am very happy about the success of this weird mathematical experiment.

Vapors of Insanity have received 6 votes (the same number as last year). Not a good score, but I have not worked much on it...

ADOM has received a second place with 1445 votes. It had a great crowdfunding campaign, and I am very proud to be a part of it. I hope that NotEye integration will help it to win ROTY 2013 :)

Thanks for everyone who voted!

What about the next year? Probably NotEye will continue getting improvements. Maybe Vapors of Insanity too, although I feel that it is more effective to spend time on other projects (HyperRogue seems the most popular of my games, and I spent the least amount of time on it). I have no plans about any major further changes to HS or HR, but if I invent something new, or get some cool suggestion, I will happily work on it. I have no good idea for a new game... If I had, I would probably execute it right away, instead of waiting for the 7DRL challenge (just like I did with Hydra Slayer and the Hyperbolic Rogue draft). But the year is long... hopefully I will have something new :)

I wish you happy adventuring in the New Year!

Sunday, 16 December 2012

NotEye 6.3 and Hydra Slayer 14.3

As an early Christmas gift, I have improved some things in NotEye and Hydra Slayer. Maybe nothing groundbreaking yet, but enough for a release :)

Changes to NotEye 6.3:
  • provided error handling to NotEye-integrated roguelikes (such as "Sample Roguelike" and ADOM); a script crash in these will now show a menu (continue playing, play in a safe mode, reload the script)
  • adjusted the Brogue config to Oryx's animated tiles
  • OpenGL disabled by default (it causes problems in some circumstances, I think it is better to turn it off by default just in case; you will probably want to turn it on when using FPP)
  • Text over tiles displays faster now
  • fixed some minor bugs related to server/client
  • quickshots disabled by default (i.e., taking screenshots with F2; edit config.noe if you want this option)
  • provided a script to automatically discard music when not used
  • added some preliminary work to clean up the memory (although it is not really used yet, except when an error causes NotEye to reload completely)
  • screenshot and getpixel now work in the OpenGL mode
  • OpenGL mode scaled textures incorrectly on some machines, this should be fixed
  • Added a "fadeoutmusic" function which does just that

Changes to Hydra Slayer 14.3:
  • Previously, when used against huge hydras, Rune of Growth matched your largest divisor. Now, it also works with your Eradicator and similar weapons, if you do not have any divisors, although not very well (that would be too easy).
  • Fixed a crash when ambidextrous attacks against mushrooms (thanks for Peter Brogan for reporting this!)
  • Two achievements added: "Don't Divide and Conquer" (win without attacking with any divisor blades) and "Power is for the Weak" (don't drink your first potion of power juice).
I have confirmed that both new achievements are winnable (with Human and Centaur, respectively, and before beefing up the Rune of Growth). Such challenge games are great if you find the small game too easy. You are invited to invent new ones :)

You can download NotEye+Hydra Slayer here. If you want to try Brogue, configuring it from the scratch is quite difficult, so you might prefer to download the all-in-one package instead, which works out of the box.

As usual at this time of the year, you can vote for Roguelike of the Year 2012. Please vote for ADOM, Brogue, Hydra Slayer, and HyperRogue :)

Have fun playing roguelikes during the holidays!

Saturday, 1 December 2012

Necklace of the Eye 6.2

The new version of NotEye is released! This version has the following highlights:
  • NotEye now supports OpenGL. This does not give any new features yet, but hardware optimization makes the FPP mode work a lot faster (on my machine, ASCII runs slower in OpenGL though (but still extremely fast), and other modes run at roughly the same speed; YMMV). You can enable/disable OpenGL in config.noe or in the menu (press M,M,O).
  • I have improved the support for Brogue, including the tileset made by Oryx: brogue-oryx-fpp.png brogue-oryx-iso.png brogue-oryx-med.png brogue-oryx-tiles.png (don't forget you need to download the updated libtcod connector)
  • Thanks to the help of Thomas Biskup and Jochen Terstiege, NotEye now compiles successfully on OSX.
A more detailed changelog follows:
  • OpenGL support (rendering, menu option, "setvideomodei" now allows giving flags, just like the SDL function "setvideomode"; the OPENGL flag makes NotEye use OpenGL)
  • improved Brogue support (read Oryx tiles, draw Oryx tiles, detect menus in the tile version)
  • OSX support (supplied the directories for included files which are different on Mac, adjusted for the different color order, made the pseudoterminal work, Makefile)
  • made NotEye work with fonts including more than 256 characters (NotEye, NotEye-curses, and the libtcod connector)
  • transformations (both the usual tiletransform and the more general tilefreeform) now work in almost all contexts (for example, you can use "tilefreeform" for arbitrary rotations, and the dz parameter in "tilexf" to push doors into the center of the tile in the Iso mode)
  • tiletransform is no longer restricted to multiples of 1/1440
  • transformations are now cached (unless the image is too big)
  • transformations are now antialiased (in some circumstances)
  • also tilefill works in all contexts now
  • added the "transNone" constant which means that you do not want a transparent color
  • improved the "console help" development option
  • development menu now lists the memory used by NotEye (including the image cache size - unfortunately all that caching means that more memory is used... NotEye still has a problem with determining that memory is no longer used, I need to find a good solution for this)
  • fixed ugly characters which appeared in some circumstances
  • fixed some combinations of operations which did not work for some reason (layers, transforms, recolor, etc)
  • fixed the mouse coordinates in the double minitile mode (did not work in Brogue)
  • fixed the "measure FPS" development option
Download NotEye 6.2 directly. Have fun!

Thursday, 22 November 2012

try Hydra Slayer online

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.