tag:blogger.com,1999:blog-4384800632589876282024-03-13T09:12:43.015+02:00Do While CompilingTanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.comBlogger70125tag:blogger.com,1999:blog-438480063258987628.post-12373949938955815202017-09-25T22:13:00.000+03:002017-09-29T23:49:19.645+03:00Rogue Effect v1.0 and Drakefire Chasm v1.3.4 ReleasedThis year's Annual Roguelike Release Party managed to sneak up on me and I didn't quite manage to get a new release out for it. I rescheduled for the next (the past) weekend and missed that deadline too as I ended up going for a double release and debugging two games is twice as much work. Especially if one has an unexplainable bug.<br />
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<h4>
Rogue Effect</h4>
<br />
Rogue Effect v1.0 release is not as grand as it maybe could be. The big stuff was in v0.9 already and the remaining "0.1" I reserved just for the saving/resuming feature which I predicted to be a considerable amount of work the way I planned to do it. (And it was.)<br />
<br />
Nonetheless, the game is now feature complete and I don't plan to work on it anymore unless a big bug turns up or sudden inspiration strikes me. Rogue Effect was originally started as a seven day roguelike and the sort of 7DRL mentality kind of continued through the whole project: its 21.7k lines of code are full of hacks and getting things done as fast as possible disregarding how it would be later to change or add something.<br />
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Since it's compiled in Visual Studio, the game requires MS Visual C++ (2010) redistributables to run. I probably should have mentioned this in the previous release(s) but I'll add the links to those now to Rogue Effect's (and Drakefire Chasm's) page.<br />
<br />
<b>Download:</b> <a href="https://sabercathost.com/9dkO/REfv10a.zip" target="_blank">Rogue Effect v1.0 (Windows)</a><br />
<br />
<b>Changelog:</b><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;">v1.0 - 2017-09-25</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> New features:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Saving & resuming</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Pressing shift or ctrl highlights cover from the cursor's position</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> Fixes:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Biotic Charge should no longer sometimes crash the game</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Corrected some power evolution descriptions</span><br />
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<h4>
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Drakefire Chasm</h4>
<br />
The reason I'm releasing a new version of Drakefire Chasm in addition to Rogue Effect is because last week I got an email from Teco who had found v1.3.3 too easy compared to v1.3.1 and was suspecting a bug.<br />
<br />
I recalled at some point having watched someone beat the game on YouTube. Some enemies had been getting killed a bit too effortlessly but I had thought that maybe I hadn't watched closely enough and he had had the stats for it. And he had been playing a red dragon after all, which is the easiest one in the early game. Neither had I touched damage values since 1.3.1 so why would it be bugged?<br />
<br />
But after Teco's email I started investigating and found out that for some mysterious reason, in the release version, instead of doing 100/50/25% damage depending on enemy type, attacks were always doing 1000% damage against everything. I couldn't get the debug version reproduce this but the release always did it. Eventually I located the problem in the function that determines damage modifier.<br />
<br />
It's a really simple function and there was just no way for it to even return a value more than 1.0 -- or less than 0.25 as it then started doing after I started adding debugging messages around. When nothing else worked (I originally had thought I had forgotten simply to clean the project before compiling for release), I rewrote the function slightly differently. And now the release version too <i>seems </i>to work as intended. It's kind of worrying I couldn't determine the exact reason but as long as the game works and is challenging again, right?<br />
<br />
<b>Download:</b> <a href="https://sabercathost.com/9dkN/DfCv134a.zip" target="_blank">Drakefire Chasm v1.3.4 (Windows)</a><br />
<br />
<b>Changelog:</b><br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;">v1.3.4 - 2017-09-25:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> * Fixed a damage bug that made the game too easy</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Ball Breath's range reduced by 1</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Ball Breath's radius increases now by 1 per 3 age categories (down from Age / 2)</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Deep Breath now increase Ball Breath's radius/range by 1 (down from 2)</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Added value of treasure collected to ability screen</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Corrected a small error in Breath's description</span>Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com3tag:blogger.com,1999:blog-438480063258987628.post-21159073738162982822016-09-18T22:32:00.000+03:002016-09-19T01:46:41.620+03:00ARRP 2016: Rogue Effect v0.9 ReleasedDamn. It has actually been a full year since the last release of Rogue Effect. This version is a pretty good one, though -- almost feature-complete. I quite couldn't get saving/resuming in as I was trying to get rid of two major bugs that keep resurfacing: Biotic Charge crash and occasional infinite loop when going to score screen after game end.<br />
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The former I managed to fix. At least I did beat the game twice as Vanguard while using the power constantly. So the bug is either gone or has become extremely rare. The latter problem remains still unresolved, however. The game should save all class unlocks regardless if it crashes at the end fade or not, though. So you should only miss the gory details of the current character's run and such. I shall continue hunting for the bug and hopefully get it out for the next version.<br />
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Speaking of characters, the highlight of this release are the 11 remaining player classes that were missing from the previous one. They all need to be unlocked first but that shouldn't be too difficult. I also added 15 challenges to beat. And they are difficult. Nigh impossible even. But something to attempt if the game feels too easy.<br />
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Like Drakefire Chasm previously, I moved this project to Visual Studio as well. I forgot to target WinXP while compiling it -- which is evidently needed to have a program to work on the old Windows version -- but I'm running out of ARRP release window here so you all 12 people still on XP will have to wait until I feel like compiling, zipping, and uploading again. (Drakefire Chasm should be XP-compatible now, though.)<br />
<br />
<b>Download (Win7+):</b> <a href="http://sabercathost.com/159O/REfv09a.zip" target="_blank">Rogue Effect v0.9</a><br />
<br />
<b>Changelog:</b><br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;">v0.9 - 2016-09-18</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> Release highlights:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * 11 new player classes</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * 15 challenges for more difficult playthroughs</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> Minor new features:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * A brief intro text when starting a new game</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Added objective and enemy entries to the in-game manual</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Added couple new stats to the numerical item info (and made it more readable)</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Added weapon burst length to the character screen</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> Tweaks:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Activating Adrenaline Rush now reloads current weapon if it's empty</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Cluster Grenade missing an enemy now explodes with a delay (like Frag Grenade)</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Overload now stops target's shield regeneration for 8 turns</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Increased Frag Grenade's base force</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Increased Pull's base force</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Pull's initial damage and force are now affected by power bonuses</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Slightly increased Sticky Grenade's base force</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Slightly increased Reave's base force</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Reduced Incinerate's base force</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Biotic Charge now does 300% damage on frozen targets</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Biotic Charge now grants 50% damage reduction for 4 turns</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Throw now does 200% damage to frozen targets</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Throw and Pull now gain 10% of their force as bonus damage</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * The force of pushback causing powers is now increased by 50% against targets that are lifted off the ground</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Warp Rounds now increase weapon damage on barriers by 100%</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Tech Armor's cooldown is no longer triggered by other powers</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Tech Armor can no longer be detonated to shorten the cooldown of other powers</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Doubled the duration of explosion visuals</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Power damage bonus now affects Combat Drone's damage</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Changed Combat Drone's Shock damage to 100 (down from 130)</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Guardians can now be staggered by the force of projectiles hitting their riot shield</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br />
</span> <span style="font-family: "courier new" , "courier" , monospace;"> Fixes:</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Adrenaline Rush's cooldown was being calculated incorrectly</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Cryo Blast's slow effect was being calculated incorrectly</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Incinerate's direct damage was higher than intended</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * One of Frag Grenade's damage evolutions wasn't applying its bonus</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Combat Drone still had its old, shorter cooldown</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * All classes were getting Drell movement speed bonus</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Human Vanguard wasn't getting power damage bonuses from Alliance Training</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Alliance Training was granting slightly higher power damage bonus than intended</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Drell Veteran was granting slightly lower power damage bonus than intended</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Warp Rounds debuff was possibly not applying correctly</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Phantoms weren't using protective bubble to block all blockable powers</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Fixed a possible bug in Guardians' movement</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Pressing S wasn't switching back to your weapon when Cobra Missile was in use</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Level exit dialogue now stops other actions</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Items can no longer get stuck inside doors</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Weapon stability wasn't being shown on the character screen</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> * Fixed some minor display bugs in power descriptions</span>Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com1tag:blogger.com,1999:blog-438480063258987628.post-64795071727664377902016-05-08T21:02:00.000+03:002016-05-08T21:02:11.320+03:00Drakefire Chasm Downloadable AgainDropbox decided to disable Drakefire Chasm's download link(s) (and to my files in general for too much traffic?). I don't know why exactly but maybe it was the trojan false positive many antivirus software have started detecting in the latest version since last summer that had something to do with it.<br />
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Regardless, I have now uploaded the zip(s) to Tinyupload and <a href="http://dowhilecompiling.blogspot.fi/p/drakefire-chasm.html" target="_blank">it's available for download again</a>. It's not the perfect place (it can have pretty annoying ads if not blocked) but it will do.<br />
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I also decided to see if I could remove the "trojan" from the game and opened up the sources in Visual Studio. Apparently I was using few functions that VS considered unsafe. I replaced them and compiled the game, and now it would seem that <a href="https://www.virustotal.com/en/file/76d5691895367beafe44aeeaa4b5c7759573d0e6a61a949c3dbb325d60697a48/analysis/1462729718/" target="_blank">all but one random thing at VirusTotal agree the exe is clean.</a><br />
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I don't know if it having been compiled in VS affects being able to run it on linux, though. I know that at least previously the game was playable with Wine.<br />
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--<br />
<br />
In other news, I failed to declare my 7DRL as failure again with a blog post (as is apparent). I thought I would get the game out just a little bit after the challenge, and then make the post with a release. But then I guess I sort of lost interested to finish it and I'm still waiting for the right moment to do so. I definitely want to, though, as I think it has potential to be interesting and there's not that much left to implement. I don't want Checkmate in Rouge to become another years-long project like Rogue Effect.<br />
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...Which is in a pretty good shape actually! I have been sitting on an almost feature complete version of it for some time now. I still want to do some more playtesting and try to add saving. I also discovered Biotic Charge can still crash the game -- even if very rarely. I guess I'll have to make an attempt at fixing that for good. But I'm confident that there will be an actual release in the not-too-distant future.</div>
Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com6tag:blogger.com,1999:blog-438480063258987628.post-29849710172945221472016-03-08T23:38:00.002+02:002016-03-08T23:38:33.509+02:007DRL Day 2: Déjà VuIt sure is looking much like last year at this point. I would probably be further if I hadn't started rewriting stuff. I also made the will and sanity bars animate like I have in my super secret project but it didn't look as good so that was time wasted. Instead I made them simply lerp between a dark and brighter color.<br />
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I wanted to have skippable animations (namely ranged and area attacks) in this game and so I spent a good while figuring out how to do it. In the end it was quite simple and now works -- for melee at least. But ranged attacks shouldn't be that much different once I get to implement them.<br />
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Speaking of ranged attacks, I think I will skip on making proper targeting and projectiles flying through unoccupied trajectories. Coding those is always such a pain. I could copy the code from Drakefire Chasm or Rogue Effect but that is also quite a lot of work since I would need to edit the code to work in this game. I think that I will just a have simple target cycling and projectiles will take shortcuts through walls to hit a target you can see.<br />
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Tomorrow, I will get at least the pawns act and start working on map gen. I will need more than two types of levels for this game.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-43286634907640894492016-03-06T22:01:00.001+02:002016-03-06T22:09:26.580+02:00Third Time's the Charm (I Hope)I'm a bit hesitant to make this post given how my attempts at the 7DRL Challenge for the last three years have been seriously lacking in success. I didn't even bother declare the failures for the last two since they really got no where before I gave up.<br />
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But I decided I should try again using the same idea. I'm slightly more prepared this time as I wrote a "design doc" at some point during last summer. It's not as extensive as I thought it was, though, (maybe I lost the full version?) but I can surely make it up as I go.<br />
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Code-wise I don't have that much of a headstart because -- like I said -- I didn't get very far previously. I did check my last year's source, however, and after just some minutes of debugging I found the main reason for me giving up last year. I can't believe I didn't found the cause for crashes then. Maybe this year that won't happen.<br />
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But yeah, my 7DRL attempt this year is called -- once again -- <i>Checkmate in Rouge</i>. A battle against chesspieces, inspired by <b>American McGee</b>'s Alice games. I'll be using C++ and libtcod (as usual).Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-45575808162720679232015-09-20T21:26:00.000+03:002015-09-21T16:42:37.871+03:00ARRP 2015: Rogue Effect v0.5.5 ReleasedI got to working on this release only on last Friday and thus didn't quite get everything in I had planned. But I didn't want the <a href="http://www.roguebasin.com/index.php?title=2015_ARRP" target="_blank">Annual Roguelike Release Party</a> go by without a release, especially since it's been so long since I have gotten anything out. So here's Rogue Effect v0.5.5.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH-shjkqFQFWkbCrYLy4qHV2jXY86DGjN94z-hLfuePA0yxee2shTh5x0VOezwN5VA3a0F26wr9fSHRdMgeThrCShT3CvsK7fDTJljbUbUsLWOVmnkKSmvXoqqv7cqGa1qvU2kZT4hPjw/s1600/screenshot000.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH-shjkqFQFWkbCrYLy4qHV2jXY86DGjN94z-hLfuePA0yxee2shTh5x0VOezwN5VA3a0F26wr9fSHRdMgeThrCShT3CvsK7fDTJljbUbUsLWOVmnkKSmvXoqqv7cqGa1qvU2kZT4hPjw/s320/screenshot000.png" width="320" /></a></div>
I had evidently planned to do a stealth release of v0.5.2, too, but had forgotten about it. It's even dated the fifth of January and had a fix for Biotic Charge crashing the game. More new stuff for this release then, I guess.<br />
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This version adds a new class, Drell Adept, which has to be unlocked first. You can also see numerical weapon stats in the equipment screen now. A feature the Mass Effect games haven't had since the first...<br />
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While quickly playtesting this release, the game got into an infinite loop when going into the score screen. I didn't manage to duplicate it but I should probably try to fix it for the next one.<br />
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Also, Franklin Chen had left a comment on this blog (like ages ago... sorry) about Tactical Cloak possibly not working correctly. It is in fact not a bug and the power is working as intended. Enemies don't see you while invisible but they will remember where you were the last time they saw you. So if you cloak out in the open, you'll have to move a bit to avoid getting hit.<br />
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<b>Download:</b> <a href="http://s000.tinyupload.com/index.php?file_id=14938529988394944218" target="_blank">Rogue Effect v0.5.5 (Windows)</a><br />
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<span style="font-family: Courier New, Courier, monospace;">v0.5.5 - 2015-09-20</span><br />
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</span> <span style="font-family: Courier New, Courier, monospace;"> New features:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Player class: Drell Adept (unlocked by earning a 25 biotic kills medal)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added numerical weapon stats to the equipment screen (toggled with alt)</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> Fixes:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug caused by the previous Biotic Charge fix</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> Other:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Hastened the game end fade a bit</span><br />
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</span> <span style="font-family: Courier New, Courier, monospace;">v0.5.2 - 2015-01-05</span><br />
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</span> <span style="font-family: Courier New, Courier, monospace;"> Fixes:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Biotic Charge should no longer sometimes crash the game (I hope)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * The score screen had some minor problems</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Armor-Piercing Rounds weren't affecting multi-projectile weapons (namely shotguns)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * There was a slight confusion in what was considered a hostile attack/target for abilities</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemies killed from being flung back is now counted for the cause type's kills (biotic etc.)</span>Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-20607718105315529952015-08-29T09:50:00.001+03:002015-08-29T10:58:30.709+03:00MSE and Windows Defender Being OveraggressiveThe latest updates (or some update within the last two weeks or so) to Microsoft Security Essentials and Windows Defender made them detect Drakefire Chasm as trojan. <b>As far as I know, this is a false positive.</b> The v1.3.2 zip has been sitting in dropbox unchanged for about 1.5 years and is quite unlikely it has suddenly become a trojan in there.<br />
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Interesting how Rogue Effect and Rings of Valor are clean according to Windows, even though they have been developed quite similarly (C++, libtcod, same compiler and machine), and shouldn't really have many differences with DfC. I guess there's just something with DfC Windows Defender doesn't like anymore.<br />
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<a href="https://www.virustotal.com/en/file/4ee9d98fa538147b93af893462d9b1c270b9a488afd2ebc60ebf0526d2c86aca/analysis/" target="_blank">VirusTotal result of DfC.exe:</a><br />
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<br />Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-19252997376372675432015-03-10T20:59:00.000+02:002015-03-10T20:59:04.936+02:007DRL Day 2: No Pawn IntendedYesterday wasn't too a productive day for the 7DRL. I ran into many issues that severely hampered my progress. I think Visual Studio's compiler may be partly to blame. I think it doesn't tolerate my shenanigans as much as the one in Dev-C++ does. The latter IDE didn't seem to like Win 8, however – it is pretty ancient after all – so I decided to try VS instead.<br />
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Stupid bugs encountered include <span style="color: red; font-family: Courier New, Courier, monospace;">if(!mob && mob->isPlayer())</span> (which results in null pointer). I think my recent involvement with SQL has somehow messed up my thinking; !mob is <i>clearly </i>the same as mob IS NOT NULL.<br />
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Today things went better. While I didn't quite get any real gameplay in yet, I think things are going pretty well. Too bad I won't have time to work on the game at all tomorrow.<br />
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And here's a screenshot:<br />
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<br />Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-53332644601033364642015-03-08T21:45:00.002+02:002015-03-08T21:49:34.727+02:007DRL Announcement: Checkmate in RougeAfter much thought, I eventually ended up taking part in this year's 7DRL Challenge. During the past week, my original idea grew so far beyond of what I would want to attempt to create in seven days that I decided to ditch it. That left me without a plan and thus the hesitation.<br />
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In the end, I decided I will be using my last year's failed attempt (AliceRL) but with much reduced scope – I will include only the parts I really liked in the plan. The game's name comes from a section in American McGee's Alice called "Checkmate in Red" but with the color changed to the common misspelling of rogue that also happens to mean red in French.<br />
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I'll be using C++ and libtcod as always.<br />
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By next week, around this time, I will have hopefully succeeded in the challenge (for a change)!Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-89697892422253407882014-12-31T12:02:00.000+02:002015-01-02T15:20:20.692+02:00Rogue Effect v0.5 Released (Happy New Year's Eve)It's time for a release again. It's long overdue and the next one will probably take just as long. So don't hold your breath. I do plan to get Rogue Effect to 1.0 during the next year, though. And I sure do hope I succeed 'cause I'd really like to work on something else for a change.<br />
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The highlights of this release are the three Human classes: Sentinel, Infiltrator, and Vanguard. There's a cool death/victory screen to recap your run now as well. I also made the game easier by removing enemy damage scaling with player level. And thanks to that, I managed to actually beat the game for the first time! I might reintroduce the scaling later on as hard (impossible) mode or something.<br />
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The main things I will add in future versions are 12 new player classes (3 per release) and a small achievement/challenge system for the final 1.0.<br />
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A word of warning: While testing this release on my netbook just minutes ago, I noticed that spawning Engineer's Combat Drone might crash the game. I tried to fix a bug yesterday and apparently made it worse. Unfortunately I also made it the default power for the class earlier. I will probably do a stealth release (v0.5.1) soon, but in the mean time I'd suggest avoiding the Human Engineer.<br />
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<b>Download:</b> <a href="http://s000.tinyupload.com/index.php?file_id=57116593862088117975" target="_blank">Rogue Effect v0.5.1 (Windows)</a><br />
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<span style="font-family: Courier New, Courier, monospace;">v0.5 - 2014-12-31</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> New features:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Three new player classes: Human Sentinel, Infiltrator, and Vanguard</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * A death/victory screen</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> Changes and minor additions:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added many stats to the character screen</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemy damage no longer scales with player level</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Most attacks have now a force value that may cause enemies/the player to stagger</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Being flung back by powers now damages enemies</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Melee attacks no longer ignore shield gate</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemy melee attacks now generate a message</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Human Engineer now starts with one point in Combat Drone instead of Overload</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Non-consumable items and stairs to the next level are now shown on the radar when the current level is clear from enemies</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Changed the color of weapon benches to red</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Doubled the durability of weapon benches and counters</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Tweaked the appearance of the main menu a bit</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> Fixes:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Finally fixed all remaining display errors in the objective info (I hope)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Turn counter wasn't working properly (which caused all kinds of silliness)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Some of Frag Grenade's evolutions weren't applying their bonuses correctly</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Combat Drone can no longer be spawned outside the player's field of vision</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Many powers were displaying their recharge speed incorrectly if power recharge bonus was negative</span>Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com7tag:blogger.com,1999:blog-438480063258987628.post-46485031888747259132014-09-21T21:05:00.000+03:002014-09-22T23:00:22.878+03:00ARRP 2014: Rogue Effect v0.4 ReleasedPeople seem to have forgotten this year's Annual Roguelike Release Party. It should be this weekend as it's been six months from the 7DRL Challenge (or so I've been told). Maybe someone should've put up a page for it on Roguebasin. Maybe that someone should've been me. I was going to but never did. And now it feels a bit too late...<br />
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Nonetheless, party or no, I decided to throw out a release since I didn't do so last year. I planned to get version 0.4 of Rogue Effect ready last weekend but it unexpectedly took me two days to get one new player class in. And thus so I sort of got only halfway through the features I planned for this release. I guess the next version will be out sooner then.<br />
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The highlights of this release are the two new player classes -- Human Adept and Engineer -- and floating combat text, which is on the Sparse setting by default. On Verbose, it gets quite spammy with all the damage numbers. The feature can also be turned completely off.<br />
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There are some notable bugs in this version I didn't get to fix yet. One of them game-stopping; the game sometimes goes into an infinite loop when the hacking objective is about to complete. May be related to the reward loot dropping and not finding an empty spots or something.<br />
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And the game's still quite hard. I had a really promising run with the olde human soldier (Indra and Geth Plasma Shotgun as weapons). But then on floor 10 I found the spawnlimits weren't working correctly (fixed now) and I faced three Atlases at once. Which was too much to handle.<br />
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<b>Download:</b> <a href="http://s000.tinyupload.com/?file_id=61071280365522261449" target="_blank">Rogue Effect v0.4 (Windows)</a><br />
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<span style="font-family: Courier New, Courier, monospace;">v0.4 - 2014-09-21</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> New features:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Two new player classes: Human Adept, Human Engineer</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Floating combat text (adjustable via the options menu)</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> Changes:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Medi-gel, shield packs, and missiles rewarded from completing a secondary objective are now added directly into the player's inventory</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Moved the announcer's lines from the message log to the unused row above the map</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Guardians' M-358 Talons have been replaced with M-5 Phalanxes</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Nemeses now take shots less often (it should no longer be possible to get killed by a single Nemesis)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Atlases, Cerberus Turrets, and Guardians (with riot shields) no longer benefit from low cover</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Decreased Atlases' movement speed by 50%</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Halved the energy cost for disable device action (should make the devices objective bit easier)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Human Soldier's melee now does 75% of normal damage against armor (down from 100%)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Guardians now change color (to gray from white) when their riot shields are removed</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Reduced the damage of power combos by 25%</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="font-family: Courier New, Courier, monospace;"> Fixes:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemy spawnlimits were not working correctly on floor 10</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug in checking if an entity has shields</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Correct enemy armor value is now used against melee attacks</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug that prevented Guardians getting movement speed increase when their riot shields were removed</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Guardians were incorrectly blocking shots fired at their backs</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Frag Grenade was using Concussive Shot's rank for determining the strength of combo detonations</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Tech Burst's animation wasn't using the correct characters</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a cooldown bonus display error in the inventory screen</span>Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com1tag:blogger.com,1999:blog-438480063258987628.post-7451062129620603292014-07-27T20:50:00.000+03:002014-07-27T20:50:34.075+03:00Rogue Effect v0.3 ReleasedI always feel like I've forgotten something I wanted to write on a release post. This time is no exception. But no matter; it probably wasn't anything too important. What is important, is that the new version of Rogue Effect is here. And finally a version one can call a game.<br />
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I have added all the missing enemies as well as floor progression, secondary objectives, and extraction on the final level. Thus the game is now winnable. At least if you can make it all the way to the floor 11. My best attempt so far has been floor 10. <a href="http://i.imgur.com/23kZBms.png" target="_blank">Didn't notice the gap in the wall and the Atlas sniped me...</a><br />
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The game is now easier than previously, mostly thanks to enemy damage scaling with your level. There are still some things that need to be tweaked, of course. To mention a few: Guardians and Atlases benefit from standing behind a low cover (this will be changed), Guardians' M-358 Talons are probably too deadly (they use the same version you can find), and Devices objective is hard as hell.<br />
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And then there are bugs to be fixed, things to be polished, and features to be added, etc. For the next release, I'm planning to add five more playable classes and a proper mission failure/success screen that lists your accomplishments. Floating combat text, too.<br />
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Also, the thing with the game not launching might still be there. I haven't found the cause for it, and it's unlikely that I've fixed it by accident. Running the game in compatibility mode may help, though.<br />
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The changelog can be read <a href="http://dowhilecompiling.blogspot.fi/2014/07/rogue-effect-v03-changelog.html" target="_blank">here</a>.<br />
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<b>Download</b> (at TinyUpload): <a href="http://s000.tinyupload.com/index.php?file_id=22658836409108837786" target="_blank">Rogue Effect v0.3 (Windows)</a><br />
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Some people posted the previous release on Reddit, which in turn caused a silly number of people to visit this blog. Which is fine. The problem is that Dropbox has a bandwidth limit of 20GB/day per link (for free accounts) after which it gets deleted. While the under 1MB sized file needs to be downloaded quite a few times to hit the limit, I think it's better to be safe than sorry. Thus from now on, I will put REf downloads at TinyUpload and maybe later replace the link on the <a href="http://dowhilecompiling.blogspot.fi/p/rogue-effect.html" target="_blank">game's page</a> to a slightly more convenient Dropbox link.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-50801646619072592742014-07-27T20:43:00.000+03:002014-07-27T20:43:19.248+03:00Rogue Effect v0.3 ChangelogThe changelog for this version grew bit too long to be included in the release post...<br />
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<span style="font-family: Courier New, Courier, monospace;">v0.3 - 2014-07-27</span><br />
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</span> <span style="font-family: Courier New, Courier, monospace;"> <span style="color: #6fa8dc;">Highlights:</span></span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added floor progression (the game is now winnable)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added three secondary objectives: Assassinate, Devices, and Hack (a random one appears on floors 3, 6, and 10)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added six new enemy types: Nemesis, Guardian, Combat Engineer, Cerberus Turret, Phantom, and Atlas</span><br />
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</span> <span style="color: #6fa8dc; font-family: Courier New, Courier, monospace;"> Shooting and combat in general:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Removed aiming mode to streamline gameplay</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Changed how accuracy is calculated for headshots</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * The player now starts with 95-100 headshot range (increased from 100-100)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Shooting from cover now grants a 30% bonus to weapon stability</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Projectiles now take a more favorable trajectory in order to hit a target</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Reloading a weapon after firing it is now faster in game time (mostly noticeable with slow firing weapons)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Grenades are now less likely to stay on top of an obstacle they happen to land on</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Doubled the speed of switching weapons</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Melee damage bonuses were not working</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Doubled the player's shield and health gate durations</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a possible bug with shield gate</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Explosions weren't applying power effects on targets (like Concussive Shot's knockback)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug causing a crash when grabbing an enemy</span><br />
<span style="font-family: Courier New, Courier, monospace;"><br />
</span> <span style="color: #6fa8dc; font-family: Courier New, Courier, monospace;"> Enemies:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemies now spawn farther away from the player</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Hopefully fixed a bug that caused enemies to spawn in odd places</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemy damage now scales with player level</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Reduced enemy health and shields by ~30%</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Increased enemy shield regeneration delay by ~20%</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Made Assault Troopers and Centurions less aggressive</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Decreased the movement speed of Assault Troopers and Centurions by 20%</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Slightly increased Centurion's melee damage</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed various bugs in pathfinding and AI</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug that caused unarmored enemies (and the player) to have damage reduction</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemies now leave corpses and spray more blood around</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Enemies now drop only grenades and thermal clips as loot</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Mostly fixed couple bugs with entities vaulting over the same obstacle or into the same cell</span><br />
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</span> <span style="color: #6fa8dc; font-family: Courier New, Courier, monospace;"> Items:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Scope mods now increase weapon accuracy by 15% (down from 35%)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Geth Plasma Shotgun's projectiles now home in when distance to the target is 15 or less</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Weapon mods are now picked up automatically</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Weapon bonus items now have a slightly different icon</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Sniper Rifle Enhanced Scope now highlights enemies through smoke like it was supposed to</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * The Javelin now also highlights enemies through smoke as well as walls if the enemies are near enough</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug that caused cover penetrating projectiles to lose all their damage</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * The Cobra Missile was using the previously wielded weapon's rate of fire when fired</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * The Cobra Missile now ignores enemy shield gate</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Cyclonic Modulator's description had an incorrect value</span><br />
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</span> <span style="color: #6fa8dc; font-family: Courier New, Courier, monospace;"> Map:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * A set amount of loot now spawns on the floors without a secondary objective</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Objectives reward loot upon completion (amount based on the speed the objective was completed)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Made ammo boxes rarer and randomized the amount of clips/grenades inside</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Slightly increased the brightness of floor</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Medals for surviving three, six, and ten floors are now being awarded</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Walls and such can no longer be destroyed by pushing crates into them</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Reduced the durability of walls by 80%</span><br />
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<span style="color: #6fa8dc; font-family: Courier New, Courier, monospace;"> UI:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added action icon hints for possible grabs and vaults (can be disabled in the options menu)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Removed autotarget setting from the options menu (the in-game toggle remains)</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Power cooldowns and durations are now shown in more accurate values in the power upgrade screen</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a display error in Concussive Shot's recharge speed</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Added a number in the inventory screen to indicate the amount of mods found for a weapon type</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Keypresses are now stored in buffer off-turn to improve responsiveness</span><br />
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</span> <span style="color: #6fa8dc; font-family: Courier New, Courier, monospace;"> Misc:</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * Fixed a bug causing the game to sometimes crash when returning to the main menu</span><br />
<span style="font-family: Courier New, Courier, monospace;"> * The fade-in from the title screen no longer gets stuck if a new game is started before its completion</span>Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-17463079983865814642014-04-06T19:59:00.001+03:002014-04-06T20:14:25.091+03:00Oh, right; that 7DRL (and about Rogue Effect as well)This year's 7DRL Challenge went much like last year's for me, i.e. it resulted in failure (as is probably obvious at this point). I should've written this post weeks ago when the 7DRL was more relevant, but as it doesn't really make an interesting story, I guess I just didn't feel like it.<br />
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To put it briefly; after I had implemented map generation three days into the challenge, I simply lost all motivation to work on AliceRL. Was it because I was again trying to make a roguelike of a non-roguelike game and again had trouble deciding how I should do it? I don't know. I do know, however, that next year I will do something more original instead.<br />
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The challenge left me with a handful of ideas I'd like to use, though, and I'm looking forward to the next 7DRL.<br />
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Rogue Effect has been coming along nicely, or at least I've put hours of work into it since the 7DRL. Among other things, I've been trying to solve the issue of the game failing to launch (without compatibility mode) outside my desktop PC. And couple times I already thought I had found the reason. The second time I even tweeted of it as the game launched successfully on my netbook without comp. mode. Then I tried moving the game folder to a different location and it was the same shit again.<br />
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It's like stars and planets need to align or something. I also received a report of RE not working even with compatibility mode on, which is unfortunate and beyond me. Why does the compatibility mode even help in the first place? I mean, I have a bunch of libtcod projects, all set up pretty much the same way, and for some reason Rogue Effect is the only one that has this weird problem (as far as I know anyway).<br />
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I've kind of lost interest in trying to solve it as this point, as I'd rather work on other stuff. Like adding floor progression and rest of the enemy types. The latter has been more difficult than I anticipated as getting the enemies to act the right way hasn't been easy. The two bugs I found in pathfinding didn't help either.<br />
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I've been also pondering the difficulty of the game. I can complete the first floor without spending missiles etc., but it involves over-cover-grabbing half of the enemies. And while you can do that in Mass Effect 3 multiplayer too... well, it's bit silly. Also jumping into a Silver match solo against Cerberus as level one human soldier with unmodded rank 10 Avenger and Mantis -- what Rogue Effect currently tries to recreate -- may be too much.<br />
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So I will definitely do something about it. Not by buffing the Avenger, mind you. Even though the lore says it's deadly when fired full auto, anyone who has played ME3 on harder difficulties knows it's everything but that. At least without mods and gear. And even then it pales in comparison to the Cerberus Harrier. And that's how I want it to be.<br />
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I'll be back in the -- hopefully -- near future with v0.3 release.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-79866110638437824922014-03-10T08:59:00.002+02:002014-03-10T08:59:54.611+02:007DRL Announcement: AliceRLTo continue with my recent "theme", I'm attempting to make a roguelike version of an EA published game(s) in <a href="http://www.roguebasin.com/index.php?title=7DRL_Challenge_2014" target="_blank">this year's Seven Day Roguelike Challenge</a> as well. AliceRL (or Alice the Roguelike) will be based on <i>American McGee's Alice</i> and <i>Alice: Madness Returns</i>. Probably more on the former.<br />
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I started on this yesterday, so by around 21:00 local time on the next Sunday, there should be a complete game to play. I will be using C++ and libtcod as usual. Old level generation code too. I don't want to mess around with that this year.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-4921779682032004212014-03-08T06:26:00.002+02:002014-03-10T12:24:04.473+02:00Rogue Effect v0.2 ReleasedFour months since the initial release and the first level is still the only one <i>Rogue Effect</i> has. I can't say I'm happy with the progress. I have, however, enjoyed the time I have spent creating <i>Mass Effect 3</i> style menus with libtcod. Quite satisfying.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKaIAtmxng43i5J1HsbWOSX3iwPTqB0H9W7b03y4jf7IoB1YXpIj6JD14AbC6g3RdvSqnlMhSwDDdSwX_1EcWiM8op94NyL1uzv-6dw82keDnRCapkOeK1II8uZKKMzD-9DtIy3B9KY3Y/s1600/screenshot000.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKaIAtmxng43i5J1HsbWOSX3iwPTqB0H9W7b03y4jf7IoB1YXpIj6JD14AbC6g3RdvSqnlMhSwDDdSwX_1EcWiM8op94NyL1uzv-6dw82keDnRCapkOeK1II8uZKKMzD-9DtIy3B9KY3Y/s1600/screenshot000.png" height="179" width="320" /></a></div>
But the actual full length game is not here yet. That will be the next version, I guess. Just thought I should put this out before the 7DRL -- which will hopefully end in success this year. (And hopefully stay as 7DRL, too, so that I can continue to work on this game.)<br />
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So, if you want to try your luck on the first level (again), here it is. Enemies no longer spawn infinitely, by the way. They now have a level budget that will eventually run out. And this is how it will also be once I get the rest of the enemy types and levels in.<br />
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A new title screen background, too. I realized that since the game is set on Sanctum, maybe it shouldn't have Earth in the title screen. So now there's some random, very blue planet. (Couldn't find a cool picture of Sanctum.)<br />
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Anyway, time to focus on the 7DRL. I'll probably start on Sunday.<br />
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<b>Download</b>: <a href="https://dl.dropboxusercontent.com/u/104828226/REv02.zip" target="_blank">Rogue Effect v0.2</a><br />
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(If the game crashes on launch, try running it in Windows 7 compatility mode.)<br />
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<pre>v0.2 - 2014-03-08
New features:
* Doors, weapon benches, and ammo boxes
* Lots of shiny menu stuff, including an options menu and a manual
* Moving the cursor now works as examine for map features/items when no enemy is targeted
Enemy changes:
* Some AI tweaks
* Assault troopers and centurions now use grenades
* Enemies can now vault over cover
Misc changes:
* Modding a weapon now requires standing next to a weapon bench
* Crates can now be pulled (in addition to being pushable)
* Crates can now be pushed into drops (the crate will disappear)
* Adjusted loot drops in preparation for the full length game
* The game now informs of an item on the floor after moving by vaulting or dodging
* Thermal clips and grenades are now picked up automatically if there is room
* Alliance Training evolution 6a now grants weapon reload speed instead of reducing weapon weight
* Removed exp gains from the kill feed (will be shown as floating combat text in future)
Fixes:
* Weapon mods are now placed under the correct weapon type when picked up
* Common rarity weapon mods weren't dropping from enemies
* Items can now drop in the same cell with an entity
* Fixed a cooldown display error in the character screen
* Fixed a math error in calculating entity movement speed
* Fixed various other minor bugs
* Game turn logic wasn't working as intended
* Exp gain wasn't stopping at character level 20
* Character level 7 was only rewarding 3 points instead of 4
* Killstreak medals should now be rewarded correctly</pre>
Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com1tag:blogger.com,1999:blog-438480063258987628.post-35218681709566050712013-12-31T12:56:00.000+02:002013-12-31T12:56:17.718+02:00Drakefire Chasm v1.3.2 ReleasedI ended up playing <i>Drakefire Chasm</i> during christmas and decided to fix couple bugs I encountered while doing so. Not a huge list of changes but still somewhat a surprise release for a game I thought not to work on anymore.<br />
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There's also one balance change that should make the final showdown slightly trickier to breeze through. With the black dragon orb's invisibility you could go stand in the middle and release your two ultimate area of effect abilities perfectly safe. Now the invisibility effect breaks when you do a hostile action, leaving you vulnerable and hopefully making the fight a bit more challenging. Of course, you might get lucky and find more than one black dragon orb...<br />
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Thanks to all those 14 people who voted DfC on <a href="http://roguelikedeveloper.blogspot.fr/2013/12/request-for-votes-ascii-dreams.html" target="_blank">Ascii Dreams Roguelike of the Year</a> poll thingy, btw. <i>Rogue Effect</i> also got three votes, which is nice. I know I kind of promised a new version "in the next few days" from the first release but I just tweaked and polished, and then tweaked some more the menu stuff I added. I didn't want to do a release without any gameplay additions and so it just didn't happen.<br />
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I can't promise a release quite this week either but it's getting close. I still want to add a manual or at least list of stuff you can do. I also sort of want to get to v1.0 before the next 7DRL Challenge; Rogue Effect was s'posed to be a 2013 thing. We'll see if that happens. Probably not.<br />
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And finally the download link and changelog, which like always, can be found in the zip as well.<br />
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<a href="https://dl.dropboxusercontent.com/u/104828226/DfCv132.zip" target="_blank">Drakefire Chasm v1.3.2</a></div>
<pre>v1.3.2 - 2013-12-31:
Changes and tweaks:
* Adjusted the blue menu theme to be slightly more readable
* 'r' can now be used to activate orbs in addition to 'o'
* Enemies no longer spawn in fov on the non-lair levels after the first
* The black dragon orb's invisibility effect is now removed when attacking
* Added some new level messages
* Valuables no longer spawn in lava
Fixes:
* The number of dragons perished wasn't always being saved correctly
* Malum's Chaos Bolt's message wasn't refering to him by name
* "(more)" text should no longer be able to go offscreen
</pre>
Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com4tag:blogger.com,1999:blog-438480063258987628.post-21624764084823816842013-11-08T00:06:00.000+02:002013-11-08T00:10:52.453+02:00Rogue Effect v0.1.0 Released (Happy N7 Day!)The end of October managed to slip by without a release. The N7 Day was too an appropriate date to miss, however. Thus I decided to put at least something together. (Let's pretend it's still Thursday here.) And so here it is; the first release of <i>Rogue Effect</i>.<br />
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It is a very bare-bones one, though; just an endless wave of assault troopers and centurions. I'll probably release a version with more stuff and stability in the next few days.<br />
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<b>Download:</b> <a href="https://dl.dropboxusercontent.com/u/104828226/REv010.zip" target="_blank">Rogue Effect v0.1.0</a></div>
Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com4tag:blogger.com,1999:blog-438480063258987628.post-62840448906518224322013-09-27T20:43:00.000+03:002013-09-27T20:43:05.681+03:00(Hardly a) Monthly RL: Faster Than LightMaybe not even a roguelike, at least not a traditional one, but it's not like I've played any new ones in the recent months, so <i>FTL: Faster Than Light</i> will have to suffice. And it certainly has the appropriate difficulty. Though I did beat it in less than a week's time (on Normal).<br />
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At first, the game's overly random nature seemed unnecessarily cruel and unforgiving. I felt that I too rarely came out as a winner from events and fights without losing something. Bit by bit I learned to deal with the randomness, although I didn't get real success in the game until I unlocked the Engi ship.<br />
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With the starting ship's default weapons, you have to wait a good while before you can fire. And when the guns are finally charged, the enemy ship is ready to fire as well. Multiple times I drooled over the alpha strike augment (Weapon Pre-Igniter) in a store but never had the required 120 scraps to buy it.<br />
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Everything changed with the Torus and its fast-firing ion blaster. I would often win battles with the mere cost of one drone part. While the Engi ship has its own disadvantages, I found it much better than the Kestrel. And eventually I got to the final sector and the last stand against the rebel flagship. The encounter was quite intimidating, but in the end, I prevailed.<br />
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My victory was rather short-lived, however, as instead of blowing up, the rebel flagship merely shed some of its parts and jumped away! Unfortunately I had spent my last drone parts in the first phase and there was no repair beacon to jump to for restocking. I really stood no chance in the second phase; the enemy bees tore my ship apart in no time.<br />
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<tr><td class="tr-caption" style="text-align: center;">First attempt</td></tr>
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After a fair number of attempts, I finally got to the flagship again. This time my Torus wasn't as strong in avoidance but I had more crew members, drone parts, and -- most importantly --a teleporter to board the flagship's weapon systems.<br />
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The first phase was very easy now that I was familiar with it. The second one got hectic during the power surges, though. At least no enemy boarding drones got on my ship. Of course, there still had to be a third phase after that but this time I wasn't as surprised to see the flagship jump away. The very last fight was a challenge but my ion blaster kept the flagship's shields suppressed (surprisingly well, really) and the trusty anti-ship drone did its job.<br />
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<tr><td class="tr-caption" style="text-align: center;">Second attempt and victory</td></tr>
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I learned to like the game quite a bit more than I initially did. I doubt I will revisit the game any time soon, however -- I'm quite satisfied with my victory for the time being. I would've liked to use more of the beam weapons, though; they're pretty cool. Too bad you have to put so much effort (and luck) into making them work since they're so easily negated with shields.<br />
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Pretty good game. And the soundtrack is splendid, too.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-55484566398857092902013-09-22T19:45:00.000+03:002013-09-25T17:22:40.126+03:00No ARRP Release This YearUnfortunately, this year's <a href="http://roguebasin.roguelikedevelopment.org/index.php?title=2013_ARRP" target="_blank">Annual Roguelike Release Party</a> happens without a release from me. <i>Rogue Effect</i> isn't quite ready for that yet. It is in a fairly good shape, however. In fact, just this week there was a big leap in progress as my simple level generation method turned out to create satisfactory maps with very little effort. I'd expect a release before the end of October.<br />
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<tr><td class="tr-caption" style="text-align: center;">New title screen!</td></tr>
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One could argue that I've had plenty of time to work on the game since the 7DRL Challenge was six months ago, and I don't disagree. But you know how this stuff goes; it's rarely that easy.<br />
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So far Rogue Effect has been quite an interesting project to work on, though. In the end, instead of doing a merely "inspired-by" game, I decided to recreate the actual <i>Mass Effect 3</i> Multiplayer (solo) experience in turn-based roguelike format. Of course I have taken some liberties with stuff; a third person shooter is quite different from a 2D ascii game. But implementing the mechanics sure has been fun.<br />
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I have even copied some unintended features like reload cancelling. That sure won't make sense to everyone. Not that the game will ever mention of its existence, though. I've also spend quite some time polishing the character and inventory screens, for which I've used ME3 as reference. They're pretty awesome, in my opinion. No screenshots before a release, though!<br />
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Instead of 11 enemy waves, you will go through 11 map levels. The enemy composition will be based on the ME3MP's Silver difficulty against Cerberus. On levels 3, 6, and 10 there will also be an additional random objective, which will give you equipment based on the speed you completed it. The 11th level is of course where extraction happens and your goal is to survive until the shuttle arrives.<br />
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I aim to have version 1.0 include all the classes and items from the "vanilla" multiplayer. All the DLC stuff might be added in later versions, but the original content is my main goal.<br />
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The next thing I need to do is implement all the enemies and their AI, make the game progress through the levels, and probably add some menu stuff. After those are in, I will release the first alpha version. It will include only the human soldier class. The rest of the 11 player classes (no silly Battlefield 3 soldier) will be added later.<br />
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Also, on a somewhat related note, it has been rather amusing to search info on some stuff as I occasionally stumble into a forum thread created before Mass Effect 3's release, written when only the demo was out. They're often positive and hopeful, whereas topics posted after all the ending controversy have quite a different tone on them.<br />
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But yeah. Expect me when you see me, and such.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com1tag:blogger.com,1999:blog-438480063258987628.post-54702810698955155892013-03-17T18:38:00.000+02:002013-03-17T18:38:33.990+02:007DRL 2013: FailureNo luck this year. The reason for failure was definitely my indecisiveness. I just couldn't settle on the game mechanics; how much I should borrow from <em>Mass Effect 3</em> or should I stay in-universe and try to stay faithful to the source material as much as possible.<br />
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And I should've began from gameplay instead of map generation. I wanted to have shooting happen at once instead of doing it turn by turn like in <em>Drakefire Chasm</em>, where it can take awhile to get your turn if multiple enemies are using ranged attacks. Implementing -- or rather, thinking how to implement -- it took longer than I had anticipated.<br />
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I got it figured out in the end but I still had the other problems left. And the maps started to seem too cramped for nice shooty action. Not that I actually got into trying them out, though. I kind of gave up before getting anything done aside from the map gen. I also had trouble settling on the palette I should use.<br />
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It would be a shame to throw away the shiny title screen I put together, though. I'm fairly certain I will actually make this game over the next week or two. Once I can finally decide how exactly I want it to be, that is.<br />
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<br />Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-90999245843572039332013-03-10T17:01:00.003+02:002013-03-10T18:37:05.130+02:007DRL Announcement: Rogue EffectThis year I will attempt to make a sci-fi themed seven day roguelike. It will be heavily inspired by <i>Mass Effect 3</i>'s multiplayer, which I've been playing the past year. The civilizations of the galaxy will call the game... <i>Rogue Effect</i>. (dun dun dunnn)<br />
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I probably won't go for full scale copying; I want to have room to do my own stuff. But I'm sure there will be a whole lot of similarities to <b>BioWare</b>'s title. I shall aim for a fairly short game again; under 30 minutes or so.<br />
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As usual, I will be using C++ and libtcod.<br />
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Also thanks to <b>Mr. Grey</b> for <a href="https://twitter.com/darrenjohngrey/status/309980841667346432" target="_blank">suggesting the obvious name</a> I didn't realize myself.<br />
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Hopefully, a week from here at 17:00 (GMT+2), there will be a playable game.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0tag:blogger.com,1999:blog-438480063258987628.post-46796398777312491282013-03-09T22:02:00.000+02:002013-03-10T20:11:52.405+02:00Monthly RL: AliensRLSince my 7DRL this year will be a sci-fi shooter (if I succeed that is), I thought it might be useful to scout out some ideas from existing shooter roguelikes. <i>DoomRL</i> I have already played, so I picked the next best thing; <i><a href="http://alien.chaosforge.org/" target="_blank">AliensRL</a></i>. Which is made by the same guy, btw -- <b>Kornel Kisielewicz</b>.<br />
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I found AliensRL to be quite a similar experience to DoomRL. Though in many ways it's not as deep. I think it has been bit stranded while Doom's development has been going hot.<br />
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Difficult the game is, however. Tight resource management is a must if you want to get anywhere in as you will quickly run out of ammo. You can -- and should -- avoid many fights by not harassing the worker aliens. Closing doors helps too.<br />
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But regardless of doing this, eventually I would always be out of ammo and grenades. And as there is no melee attack, it usually meant the end if there was a fast xenomorph around. It doesn't help that all the guns (at least the ones I found) felt really underpowered. Pistols especially seemed totally worthless.<br />
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I was most successful with the heavy weapons guy. He starts with a machine gun that can at least kill stuff. Until running out of ammo, of course. I wonder if there's some correct order of exploring the map for keeping your character stocked up. I know I for sure couldn't figure it out.<br />
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With the exception of switching between your weapons -- s, h, and p are not exactly next to each other -- AliensRL handles pretty well. But then again, it's not the most complex of roguelikes. A walkmode for quicker corridor travelling would be handy, though. <span style="font-size: small;">[edit: <em>And there is such a thing. But who reads whole manuals anyway?</em>]</span> I also wish the game would use a more inspiring palette. And dark blue on black background is definitely the worst combination to use for important stuff, such as non-empty lockers.<br />
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All in all, I didn't find AliensRL very fun. I think making the guns more powerful would be a nice start.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com1tag:blogger.com,1999:blog-438480063258987628.post-55877736932148157542013-01-31T23:18:00.000+02:002013-01-31T23:18:18.591+02:00Monthly RL: Tales of Maj'EyalI thought I should get back to playing those roguelikes. And what would be a better game to start with than the one that has won the Ascii Dreams Roguelike of the Year title three times in a row and is now finally out of beta.<br />
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I did try <a href="http://te4.org/" target="_blank"><i>Tales of Maj'Eyal</i></a> a little bit couple years ago actually, but since <b>DarkGod</b> was pushing out new releases so often, I thought I should wait for the 1.0 before delving further into this, likely a massive, roguelike. And so the day came. Eventually.<br />
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My lack of playing roguelikes definitely shows. I've been getting way too upset of losing characters in ToME and I haven't even gotten that far yet. I reached level 10 today finally as a dwarf bulwark but then I got killed right after by some named slime's disease DoT. Which it applied on me before I destroyed it. So frustrating.<br />
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The bulwark is definitely my favorite class so far, though. Both the berserker and the rogue felt so much squishier than the guy with a shield. Other than that, jumping into another class isn't difficult, even though there at first seems to be a lot of information to chew on. I found the talent system very familiar, however. Quite similar to <em>Dragon Age: Origins</em>. I can see <em>World of Warcraft</em> in there as well.<br />
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Funnily enough, my experience with WoW ended up costing me couple good items on my first character. I thought gray items were vendor trash and sold them before realizing I should've identified them instead. Not sure what rarity or quality yellow items are but the stats at least were good.<br />
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In general, I'm not entirely sure how the item system works. I felt I could not trust items of a presumably rarer color to be better and had to compare every item with my current equipment before vendoring them.<br />
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The visuals of the game I do not like. The default 64x64 tileset is detailed and gear even shows up on your character. You need a very large screen resolution to use the largest set if you want to see more than few cells of the level, though. And even with the shake-animations, your character is just a flat sprite laying on his back in the dungeon. I really dislike tiles.<br />
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It doesn't help that the terrain tiles are vapid. The palettes used in all of the areas so far have been quite uninspiring. Also, annoying enough, high terrain (like trees) is able to hide stuff that is in the cell north from it. The ASCII mode has no such problem but I found the font used to be absolutely horrendous. ASCII really felt out of place with all of the GUI elements anyway.<br />
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And even with the tiles, the look of ToME is mixed. The talent icons -- while descriptive and nice on their own -- don't go well with the dull maps. Add in the spell effects, the rather detailed UI, and you have quite a mess in there. I ended up settling on the 32x32 tileset. I also changed the font used from "Fantasy" to "Basic".<br />
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The sound effects are passable, though sometimes monster sounds seem to come from a totally random direction. The musics are nice; I get <em>Witcher</em> vibes from couple tracks. The looping of the same track made me reduce the music volume, however.<br />
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The in-game chat is a very cool feature. It makes you feel like you were playing with other people. The achievement spam is really not necessary, however, and should not be on by default, in my opinion. Same goes for the death messages, although they at least have some amusement value.<br />
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The game plays well enough, although I'd prefer not using the mouse. If I were to use the mouse for moving, I'd like the game to hilight the cell the cursor is over. But as the game doesn't do that (afaik), I shall keep using the keyboard for that and switch to the mouse when managing inventory and whatnot. Digging also seems to force mouse targeting. Another minor complaint.<br />
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I think I will keep playing Tales of Maj'Eyal every now and then. Maybe one day Durin will even beat the game.Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com1tag:blogger.com,1999:blog-438480063258987628.post-15666897570004694492012-12-17T19:07:00.000+02:002013-11-08T13:25:37.522+02:00Drakefire Chasm v1.3.1 Released'Tis a fairly small release, though I did finally manage to track down certain targeting bug that has been in the game since the beginning.<br />
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I did a handful of balance tweaks as well; many of the weak will abilities got buffed. Ball breath is more viable option to choose now, too. In fact, I beat the game with it while playtesting.<br />
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I also renamed the unique adventurers. It was silly to give them names after <i>Warcraft</i> characters with one letter changed even though 11 of the 12 adventurer types are very much inspired by WoW's player classes. It started to annoy me for various reasons and thus they now have somewhat better names.<br />
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And if you haven't already, you should totally head to <a href="http://roguelikedeveloper.blogspot.com/" target="_blank">Mr. Doull's blog and vote for Ascii Dreams Roguelike of the Year</a>. (You can pick as many as you want!)<br />
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<b>Download</b>: <a href="https://dl.dropbox.com/u/104828226/DfCv131.zip" target="_blank">Drakefire Chasm v1.3.1 (Windows)</a><br />
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<pre>Changelog for v1.3.1:
Ability tweaks:
* Increased the range of Blink by 1
* Increased the range and radius of Ball Breath by 1
* Damage increased by 50%: Ball Breath, Firebolt
* Damage increased by 100%: Acid Fog, Blightbolt, Chain Lightning, Flamestrike, Ice Shard, Stinking Cloud, Thunderclap
* Increased Chain Lightning's jump multiplier by 25%
Fixes:
* Fixed a bug that allowed out-of-range targeting
* Chain Lightning should no longer crash the game nor jump through walls
* Paladin's Lay on Hands was generating its message twice when cast on oneself
* "(more)" text should no longer be able to go offscreen
* Corrected enemy wounded status description for two targeting modes
* Corrected few ability descriptions
Minor changes:
* Changed the names of the named adventurers
* Deathknight's Death Grip now tries to pull its target the shortest distance possible</pre>
Tanthiehttp://www.blogger.com/profile/04184520990217365927noreply@blogger.com0