Witchaven, the Roguelike

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Nixola
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Location: Italy

Re: Witchaven, the Roguelike

Post by Nixola »

Its window is too high for my monitor, couldn't you code a way to reduce the window's dimensions?
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Ubermann
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Re: Witchaven, the Roguelike

Post by Ubermann »

Nixola wrote:Its window is too high for my monitor, couldn't you code a way to reduce the window's dimensions?
So are you using one of those little ultraportable PCs with small screen?
Which resolution does it has?


I will make an option to change window size. Will 800x600, 640x480 and 1024x768 ok?
I don't think that smaller screens than those resolutions would be even playable.

I tested 800x600 and the game requires some adaptation such as font size and font spacing. Nothing really hard. Just a couple lines of code could do the trick.
I will definitely take a look at this. Maybe next BETA will come out with that.
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Nixola
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Location: Italy

Re: Witchaven, the Roguelike

Post by Nixola »

I'm using a powerful desktop PC, but I already had an unused HD Ready TV and I didn't want to buy a full HD monitor, my resolution is 1360x768
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
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Ubermann
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Joined: Mon Nov 05, 2012 4:00 pm

Re: Witchaven, the Roguelike

Post by Ubermann »

Nixola wrote:I'm using a powerful desktop PC, but I already had an unused HD Ready TV and I didn't want to buy a full HD monitor, my resolution is 1360x768
Ok.

I will implement the option to switch 640, 800 and 1024 modes, maybe next beta.

Right now I got some other things more important, for example finish magic system and make the bow to be really ranged weapon as well as make the ranged enemies to be ranged.

WHatever thanks for your feedback, it is now on the ToDo list.
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Ubermann
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Re: Witchaven, the Roguelike

Post by Ubermann »

NEW VERSION RELEASED: 0.9BETA3

See first post for links.


Full changelog dump for 0.9BETA3:

Code: Select all

[Changes]
- Slightly changed map description algorithm, to avoid unwanted ")" at the end of the description
- Reviewed/rebalanced looting corpse drop chances.
- Reviewed/rebalanced items generated during map generation process
- Reduced Black & White color mode walls' brightness.

[Additions]
- Added Teleporting Pentagram: to exit level you will need to find the teleporting pentagram first
- Added third color mode: Random color
- Added "animated" pools of water and pools of lava.
- Added Bow ranged attack. The player can use now the bow as a ranged weapon
- Added ranged enemies.
- Added random arrows drop. When the player or enemy shoots an arrow, there is a small chance
  that the arrow drops to floor instead of break and dissapear.
- Added Fireball, Magic Arrow and Night Vision spells.
- Added some more dialogue personalities

[Bugfixes]
- Fixed bug with launch arguments not working on Linux binary or Windows EXE versions.
- Fixed bug with monsters appearing under the player when generating the map
- Fixed bug with gold coins description making the game to crash
- Slightly fixed monster pathfinding. Now they shouldn't get stuck in place much.
- Fixed some misspellings
- Fixed bug with GUi showing incorrect number of arrows left
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Ubermann
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Re: Witchaven, the Roguelike

Post by Ubermann »

NEW VERSION RELEASED: 0.9 BETA 4

See first post for links.


Full changelog dump for 0.9BETA4:

Code: Select all

[Changes]
- Changed/Rebalanced Arrows, Fireball and Magic Arrow spells.
- Changed/Rebalanced ranged enemies damage
- Broken weapons can be wielded, although the player will fight bare handed. This gives the option to repair them with
  Fire Braziers or Jewels of Eternity.

[Additions]
- Added throwing Pike Axes
- Added Enchanting Shrines
- Added Nuke Spell
- Added random ambience quotes
- Added more info to the README file
- Added Magic Jewels

[Bugfixes]
- Fixed bug with weapons durability falling below zero when walking on boulderfall traps
- Fixed serious bug with player projectiles (arrows and spells) do not hitting enemies
  in certain situations.
- Fixed bug with GUI showing incorrect number of pike axes left
- Fixed serious bug preventing game to be won
- Fixed bug with Color mode message, showing an incorrect name for the selected color mode
- Fixed bug with H key not moving the character to the left (Thanks to Saegor at LÖVE forums for bug report)
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Ubermann
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Re: Witchaven, the Roguelike

Post by Ubermann »

NEW VERSION RELEASED: 0.9 BETA 5, probably last beta version before the stable and full-featured version is released (aka. v1.0):

See first post for links.

IF YOU HAVE SAVEGAMES FROM PREVIOUS VERSIONS, THE GAME WILL CRASH THE FIRST TIME YOU LAUNCH IT


Full changelog dump for 0.9BETA5:

Code: Select all

[Changes]
- Changed Night Vision spell: it now shows monsters on map instead of increasing viewing distance
- Change the obsolete table.getn() for length operator # (thanks to bartbes at LÖVE forums for tip)
- Increased starting weapons durability: random(80,100)%
- Changed Firebraziers chances: success = 30%, unsuccessful = 25%, burn = 45%
- Increased armors chance to lose durability by 5%
- Rebalanced item spawn chances
- Changed random item generation algorithm from multiple algorithms to a single one
- Some minor code tweakings
- Changed items spawning chance during map generation
- Rewrote ranged weapons keybinding behavior: press [t] to throw Bow or Pikaxe, whatever is selected
- Changed player weapons damage formula, adding now the player level
- Rewrote bloody remains spawning algorithm
- Some other minor code cleanups

[Additions]
- Added Scare Spell
- Added Freeze Spell
- Added more morgue dead quotes
- Added dual wield
- Added a small chance that a random enemy spawn during gameplay
- Added Ank
- Added Amulet of the Mist
- Added Shadow Amulet
- Added Crystal Staff
- Added Helmet
- Added Horn
- Added Treasure Chests
- Added auto-identification weapons: unidentified weapons get identified when using them for some time (a.l.a. BRogue)
- Added more info to README and fixed some misspellings
- Added [g] as key binding for pick up items in addition to [,]
- Added player bloody remains: when player gets hit, there is a chance to spawn bloody remains

[Bugfixes]
- Fixed bug where picking a Pike Axe weapon didn't increased the throwing pikeaxes.
- Fixed bug with player health falling below zero
- Fixed bug with items spawned by barrels crashing the game
- Fixed bug with items spawned by corpses crashing the game
- Fixed bug with lava pools, where player was only receiving damage when moving over them. Now receives damage when a turn passes
Last edited by Ubermann on Wed Jan 09, 2013 4:35 pm, edited 1 time in total.
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Saegor
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Location: Charleroi

Re: Witchaven, the Roguelike

Post by Saegor »

crash on the first move :|

EDIT : new try, now it work, i can't exactly remember the error message but it was something like "compared with nil" in "player.lua"' i think
Current work : Isömap
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Ubermann
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Re: Witchaven, the Roguelike

Post by Ubermann »

Saegor wrote:crash on the first move :|

EDIT : new try, now it work, i can't exactly remember the error message but it was something like "compared with nil" in "player.lua"' i think
Due to previous savegame.

I was lazy to add some checking for previous savegames ^_^

I'm sorry for inconvenience, Sir.

edit: Added warning tip to warn about that. I will add checkings for next version :P
Last edited by Ubermann on Wed Jan 09, 2013 4:36 pm, edited 1 time in total.
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Saegor
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Location: Charleroi

Re: Witchaven, the Roguelike

Post by Saegor »

ah ok, no problem so !

your game is really, really well done, i'm sad you don't coded it some years ago, when roguelikes were all my life. now i'm so tired of killing rats and bats in corridors ;)
Current work : Isömap
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