Sunday, 13 May 2012

HyperRogue 3.5 and OSX

HyperRogue version 3.5 is out (actually it was already available last week, but I have not yet posted in on the blog). It just fixes a bug with the Cultists' ranged attack in R'Lyeh, which was not working as intended.

Also an OSX binary is available on the website. Thanks to Konstantin Stupnik for providing this!

Sunday, 6 May 2012

yet another bugfix: HyperRogue 3.4

Some more minor bugs have been found, so HyperRogue 3.4 is released.
  • Eagles now can kill your friends only in their first move (it was illogical that they could kill you only in the first move, but your friends in both moves)
  • You can no longer be possesed by Ghosts, Seeps, Slimes, and Ivies while using an Orb of Shielding (thanks for ortoslon to noticing this bug)
  • Slimes and Ghosts will now attack your friends
  • Slime color under items is no longer displayed (it was irrelevant)
  • You can now drop dead orbs into slime to change its color
  • Compiling: you can now remove "#define GFX" in graph.cpp if you have no access to SDL_gfx and/or don't want graphics; some fixes to the Mac makefile (but I am still not sure whether it works)
  • Saturday, 5 May 2012

    7DRL reviews and HyperRogue version 3.3

    We have finally finished reviewing all the entries in the 7DRL challenge 2012. You can see the results on RogueTemple, and also another version with screenshots, made by Todd Page.

    We have one winner (rated 2.72 on average), I rule, you rule, we all rule old-school Hyrule, five tied for second place (2.67), and 7 more with average at least 2.5. I think that these differences are very small: it was often hard to me to decide whether to give a score of 2 or 3 in my review, and also much depends on who reviewed the particular entry. The ones I have tried (as a reviewer or personally) are of a very high quality, and I think every game in the top of the list deserves to be tried. Congratulations to all of them!

    HyperRogue II was among the games tied for the second place. It got a perfect score for Aesthetics, Innovation and Roguelikeness, but lower scores for Fun (unfortunately) and Scope (I understand that it is a bit hard to judge scope since a part has been written before the challenge).

    Anyway, HyperRogue III raises Aesthetics, Roguelikeness and Fun even higher (and Scope in some sense, although this should be judged for 7DRLs only). And this post announces Version 3.3!

    This update is rather minor. Some descriptions are improved; they are now more accurate and detailed. Made it clear that there are actually many Orbs of Yendor. Cultists in the Icy Lands produce more heat now. HyperRogue should now work correctly in a resolutions with height greater than width (not only on Android).

    The Android version gets a "share" function, which allows you to share a short description of your character (together with a screenshot). Your characters are be no longer destined to be lost without any trace.

    Have fun!

    Friday, 4 May 2012

    HyperRogue bugfix (3.2)

    HyperRogue version 3.2 fixes two minor bugs:

  • The big white X which appears during the final quest should no longer disappear randomly (thanks to ortoslon for reporting this).

  • Using the anaglyph mode ("distance between eyes") no longer causes the letters to disappear.

    Have fun!
  • Thursday, 3 May 2012

    HyperRogue III (version 3.1)

    HyperRogue version 3.1 is released!

    This version contains many optimizations, which make the animations much smoother. Mostly due to using compiler's optimizations, but also game mechanics and shape drawing routines are optimized.

    These optimizations also make an Android port possible.

    There are also some bugfixes and minor features ("dead ivy" shows correctly, necromancy bugfix, restarting after finding the Orb of Yendor no longer crashes the game, help fits better on the screen, you can right click the framerate for hints about improving it.

    Here are some screenshots from the Android version. As always, have fun!

    Monday, 23 April 2012

    HyperRogue III

    crossroads2.png
    Crossroads
    graveyardnecro.png
    Necromancers of Graveyard
    hell-xp.png
    Demons of Hell
    rlyeh-fire3.png
    Cultists of Cthulhu
    HyperRogue III has been released!

    The most visible change is the addition of graphics. This will hopefully make it more playable for people who are not hardcore roguelike fans. Of course, the ASCII display from the previous versions is still available (press "v" for configuration, then "w" and "m"), it also seems to run more smoothly on some of the older machines.

    The floor graphics are slightly based on the works of M. C. Escher, one of the few artists who did use hyperbolic geometry in the past. You need to press 'v' to activate the new floors, as they are more confusing and slower to draw.

    Also, four new lands have been added (the Land of Eternal Motion, Graveyard, R'Lyeh, and Hell).

    Another big thing is that you now have a quest, instead of just aiming for high scores. You are no longer able to immediately enter all the lands, some of them will appear only if you have met certain requirements (most of them related to score). Ultimately, you will be able to reach Hell, and find the Orb of Yendor. Of course you can still aim for high scores, too.

    This makes the challenges in Hell (which I find quite interesting) a reward for the most careful players, while HyperRogue II allowed everyone to see everything. It has good and bad points, but I think it is worth it to motivate the players.

    And some balance improvements. Overall, I think this is enough changes to change the name again, to HyperRogue III (Hyperbolic Rogue was the preliminary concept work, and HyperRogue II was the 7DRL challenge version).

    Have fun, and good luck in your quest for the Orb of Yendor!

    Friday, 6 April 2012

    Necklace of the Eye version 5.1

    The 7DRL challenge has created a wave of good roguelikes, some of them using the newest libtcod version. Drakefire Chasm is very good, but I could not get it into fullscreen on my Linux machine. So I have tested it with NotEye, and found some bugs (not very surprising, since Brogue was the only libtcod roguelike I have tested it on in the past). NotEye version 5.1 fixes these bugs, and adds some minor new features. I can play Drakefire Chasm on Linux in fullscreen now. :)
    • includes a config for Drakefire Chasm and Top Dog
    • libtcod fix: TCOD_sys_wait_for_keypress now stops waiting on a NotEye keypress too (this one broke both games above)
    • streaming fix (including libtcod): zipped stream is now flushed correctly (this bug made Top Dog halt in some circumstances)
    • NotEye no longer needs to be able to find the font file when running a libtcod game (it uses its own font instead)
    • Vapors of Insanity tiles are included (and some of them are used by Drakefire Chasm)
    • Some new fonts added to the selection: Fantasy 16x16, double-sized 8x8 terminal font (for square-shaped games such as Top Dog)
    • grass icon in Brogue is raised
    • a dev mode added to the libtcod.noe config, which can be used to get the RGB colors and positions on mouseover
    • an option to make screenshots with F4 (useful for animations)
    • the website has been redesigned to provide a more detailed information about each supported game
    dfc-2.bmp
    Breathing fire
    topdog-2.bmp
    FPP
    topdog-1.bmp
    Dialog
    dfc-4.bmp
    ISO
    dfc-3.bmp
    a Priest casting a spell, in 3D
    topdog-3.bmp
    ISO
    Drakefire Chasm and Top Dog via NotEye

    Unfortunately Sword in the Hand is not supported, since it uses libtcod 1.5.0. Porta Lucis uses a Visual Studio version of libtcod (I am not sure which version) and I cannot try it. Download NotEye 5.1 here!