Rouge-like
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- Zenith Nadir
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Except that you'd miss all the puzzles...
...not to mention the storyline.
Of course, the puzzles in Myst didn't always make sense on why they were there, which is what I really liked about Riven (all the puzzles, save one or two near the end, all made perfect sense why they were there in a real-world sense) and why I am wary of trying Exile. (Oh, look. The puzzles are all okay because they're in fucking puzzle worlds. Give me an fucking break.)
Edit: Swearing now enabled.
...not to mention the storyline.
Of course, the puzzles in Myst didn't always make sense on why they were there, which is what I really liked about Riven (all the puzzles, save one or two near the end, all made perfect sense why they were there in a real-world sense) and why I am wary of trying Exile. (Oh, look. The puzzles are all okay because they're in fucking puzzle worlds. Give me an fucking break.)
Edit: Swearing now enabled.
Last edited by 378 on Wed Sep 03, 2003 7:51 pm, edited 2 times in total.
- Zenith Nadir
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- Dr. Dos
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I too like to play game ADOM.
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Apologies for the old post you may have just read.
Follow Worlds of ZZT on Twitter
Apologies for the old post you may have just read.
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- LOOK OUT FER BAAAD BOB
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Besides, it's spelled "effing". Really, I saw it in a book once.
I used a pencil and paper to break the letter-substitution code in You Vs. Stupidity 2. But that was BEFORE I figured out that the "quick brown fox" note was supposed to be a key. Yeah, I did more puzzle-solving on that than I had to. I never finished the game, either, but I might someday. I should probably finish the first game first.
I used a pencil and paper to break the letter-substitution code in You Vs. Stupidity 2. But that was BEFORE I figured out that the "quick brown fox" note was supposed to be a key. Yeah, I did more puzzle-solving on that than I had to. I never finished the game, either, but I might someday. I should probably finish the first game first.
- Zandor 12
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The first You Vs. Stupidity isn't as good as the second. The humor's there, but the thing breaks about a thousand syndromes and makes fun of Sonic the Hedgehog, causing it to lose at least 20 cool points. Now if only I had the scale, maybe that fact would actually be meaningful.
Besides, YvS2's self contained, you don't need anything from the first to get/appreciate what's going on. I think I also decoded the Thermonuke instructions with paper, good fun. I even mapped out the entire 3D maze, including all the dead ends.
Besides, YvS2's self contained, you don't need anything from the first to get/appreciate what's going on. I think I also decoded the Thermonuke instructions with paper, good fun. I even mapped out the entire 3D maze, including all the dead ends.
Reason and logic had led people into the horrors of war; the only route to salvation was to reject logic and embrace anarchy and the irrational.
- Zenith Nadir
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re
Rogue was written in C, using the Ncurses library. The library used a fast ANSI method to put chars on the screen…unlike calling ANSI Seq’s directly…Stiltzkin wrote:I really hope the topic is a joke, I really do.
On the actual topic, since they both use the ASCII character set for graphics, they obviously bear a resemblance to in that respect. I really can't see ZZT evolving directly from Rogue, though.
Has anyone ever tried to make a basic rogue-like using direct ANSI seq’s? I did, and I found it was disgustingly slow…then I discovered Pdcurses (a dos implementation of ncurses) and linked it in to my compilation, the “@“ character zoomed across the screen like “road-runner“.
As for ZZT, well, it was written in Pascal allegedly, so I guess it's different in the above respect. But it’s basically the same principle…you have a player char either #char 002 or “@” and you have up, down, left, right to move it around. You have to create an algorithm that checks if the player walks into a wall etc… then there is the matter of mapping. You have to store the object on each tile in an array. I guess the simplest way would be to have an array of structures or something. So you could have map[0][0].type=1; etc.

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