I think I should mention this on my blog: the first graphical version of ADOM, using
NotEye as the graphical display engine, is available as a closed release!
This is available for people who donated in the campaign. If you have not donated, it is also possible to buy access.
Have fun!
Sunday, 26 May 2013
Tuesday, 21 May 2013
NotEye 7.0 + Hydra Slayer 15.0
After a relatively long time, a new version of NotEye and Hydra Slayer is released!
This version includes many features and fixes many bugs reported in the meantime.
NotEye 7.0:
Download NotEye 7.0 + Hydra Slayer 15.0
Have fun!
This version includes many features and fixes many bugs reported in the meantime.
NotEye 7.0:
- A selection of palettes. Several palettes are included, and you can even define your own palette. Also palettes with non-black color 0 work somewhat.
- The choice of font/resolution has been improved. Any font can be scaled now (both up and down). You can also request a specific resolution (e.g. 800x500) and the currently selected font will be scaled to match the requested resolution as well as possible. Fonts which were simply scaled versions of other fonts have been therefore removed, and replaced with two new fonts. (In the future NotEye probably should also support TrueType fonts, or some other format...)
- You can now save the configuration from NotEye, and have it automatically loaded the next time you run NotEye (when saved before selecting the game), or the next time you play the specific game (when saved during the game).
- Alpha-aliased fonts did not look well on non-black backgrounds, this has been fixed (again?)
- letters in mini-tile mode look better now
- fixed some bugs about the map location
- the mysterious "view using a selected config" moved to the Network menu where it belongs
- a new recoloring algorithm (which will be supposedly used for karmic dragons in ADOM)
- When the game hides/resizes the cursor, NotEye handles it correctly (also added to noteye-curses.h)
- Renamed keymaps and keytabs (might introduce backward incompatibility)
- tested on a Raspberry Pi (works, although slowly)
- Giants are sometimes 50-headed and named Hecatoncheires, to reinforce the Greek mythology theme (as suggested in that thread)
- A rare error with connectivity has been fixed. If you had to abandon your game from the previous version due to being unable to find the stairs, load the savegame in this version, it will fix it for you. (Also this does not ruin the Tutorial, as the previously released small bugfix did)
- A new rare weapon family, probably not very useful, but always something new (based on the Roguetemple thread)
- Meteorite Eradicator now uses the correct image in NotEye. Also Eradicator now uses the appropriate ASCII character if the font includes it (works in NotEye's VGA and Fantasy fonts, I have not tried to make it work in Unicode terminals)
- Weapon materials have been fixed in the Tutorial (in the weapons room).
- fixed a bug with the NotEye script which caused crashes in some circumstances (I don't remember the details)
Download NotEye 7.0 + Hydra Slayer 15.0
Have fun!
Sunday, 3 March 2013
NotEye 6.7 + Hydra Slayer 14.7: First Person Hex
The following things have been improved in NotEye 6.7:
- When you choose the viewing mode before starting a game, it will be used each time. This is useful for roguelikes where you have to restart after each character. Also the config file is more versatile now regarding this.
- Fixed a bug with the built-in terminal emulator (this bug caused messages to overlap while playing Crawl on Linux)
- Freeformparams now have additional parameter, "side" (should we also display it when looking at it from the back? usually we do not want this, as these are the back sides of the walls etc., but sometimes we do) and "shiftdown" (should we shift the images to put the bottommost pixel of the image on the ground?)
- FPP parameters now allow more control. Use (dx, dy, dz) to move the eye position slightly (I have moved it to the front, which sometimes allow us to see more). Use (objpush, monpush) to tell how much the objects and the monsters should be shifted. Use (xz, yz) for non-square grids.
- Ambidextrous attacks now check for collapse (thanks to CCC for reporting this)
- Hex no longer uses the far left/right columns (that was ugly)
- The Brownian level generator did not work in the Hex mode
- Some wrapping levels did not display correctly in the Hex mode
- First-person perspective in the Hex mode (yes, non-square grids are useful!)
Have fun slaying more Hydras!
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:
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!
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.
- 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...)
- 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).
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:
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
- 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)
- 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
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:
Also NotEye 6.4 has some improvements:
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)
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!
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!
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