Okay... am I retarded? i want to make a roguelike, right? lots of CS students used to do that anyway... But I've downoaded all kinds of Roguelike's source codes, and tried to compile them, only to be missing all sorts of shit. am I wrong to think this stuff would be in the source files? or should they not tell me extra things i should DL, b/c they don't. hell, IVAN even had its own VisualC++ 6 project which i loaded and it STILL didn't work. I have little experience using VisualC++ (8, right now) so i don't know if I'm stupid, or these people just submit their source code when it doesn't compile...
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Anonymous2008-02-06 23:11
>>1
They should tell you what you need. I assume you're looking at Angband's source or something. If you aren't, do.
>>1
You're probably missing platform-specific libraries (do you have the Windows Platform SDK installed? Do you even know what that is? What about NCurses?). They're going to expect you to manage the dependencies yourself, so fucking do it.
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Anonymous2008-02-07 2:47
Most source distros contain files like INSTALL, README etc. Read them.
With IVAN I know you need to have SDL installed and working.
yeah, i'm pretty sure the SDK was installed. I mean, it's not like I havn't made a game myself before - i made a 3d game like a year ago. I just don't have much experience when it comes to making other people's stuff work. anyway, i'll see if there was anything I missed, like some obvious YOU NEED THIS TO COMPILE THE GAME on the website or something. and no, I didn't look at Angband, I'll do that.
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Anonymous2008-02-07 8:44
There's was shit like this on kuro5hin.org recently
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Anonymous2008-02-07 8:44
Most RL's sources look like fucking shit, even if you do compile it it won't be that useful. The average rougelike writer codes for !!OMG COMPILER INDEPENDENT and ZOMG HARDCORE C but their source was made from 10000 hacks and quick-fixes so it looks awful.
If you still want to get it to work, follow README, usually they want you to compile using gcc in a linux environment (visual c++ rarely "just works" on anything, even when they say it does)
thanks for the input, . while I'm here, what should I use for the graphics? NCurses? I haven't used it before so it'll be a new experience. what did Angband use? I'm pretty sure Dwarf Fort uses Open Gl...
>>6
You made a 3D game, but can't make a roguelike?
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Anonymous2008-02-07 10:45
>>11
You'd be surprised how easy common libraries make it to make 3D faggotry for script kiddies nowadays.
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Anonymous2008-02-07 11:31
It wasn't that hard, but it was fun. I was actually pretty impressed with what we accomplished. the 3d part was easy - the rest was a F*cking nightmare... we made it much too complicated.
I'm going to make my girlfriend a Valentine card with a picture of two suave lisp space toads, hugging (lol Haskell), and the text: ``you are my cdr, let's cons'' or something akin to this. Someone design it right now please.
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Anonymous2008-02-07 16:31
>>9
Depends on your target platform and how big your emotional attachment to console "graphics" is. If you want text-mode graphics, then go with ncurses on *nix or pdcurses for Windows/*nix. Pdcurses has backends for X and SDL. If you want to work with bitmap graphics then move up to SDL (or Allegro, I suppose). And if you're going 3d, I suppose you have some opinions on that yourself.
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Anonymous2008-02-07 17:28
>>11
Roguelikes are one of the hardest kinds of games to design, both in terms of program design and game design.
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Anonymous2008-02-07 17:38
>>17
Yeah, but look at the payoff. ``@'' moving around the screen? DO WANT.
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Anonymous2009-03-06 9:46
work PHP web apps Giving a name sarcasm Repetition leads.