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Caravel Forum : Caravel Boards : Development : The Nameless Project (Last updated 26/02/06 - Version 00.013 - long monster interface and a new original snake!)
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skell
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*Downloads* Arr, 1.4KB/sec. I will have to wait a bit. Yup, downloaded :). *Takes a look*
Everyting seems to work fine. But I wonder if there is a difference between the Golden-like roach and the classic one?

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04-12-2006 at 09:58 PM
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Maurog
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Nope, it's the same roach, just different graphics. I made it because making a dynamic monster menu and monsterstyle system for just one monster would look weird. And I wouldn't know if it actually switches between monsters correctly if there was only one monster to choose.

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04-13-2006 at 12:09 PM
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Tim
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Wow! this looks like it's working already.

A startup screen and multiple rooms would be nice.

2 small remarks I still have:

1) I found it strange that if you put a green floor next to a green wall, and everything turns into floors. Although I'm sure it's intentional.

2) The window doesn't fit in avhog.htm (the smaller version...)

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04-13-2006 at 10:26 PM
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Maurog
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The file avhog.htm is used for test runs when compiling. It makes the applet use fixed-size tiles just right for my resolution (1024x768). If you have different screen resolution, you should use hog.htm instead. It's supposed to dynamically adjust the tiles depending on your resolution, to make the size just right. I only need avhog.htm because AppletViewer can't read Javascript right and would open hog.htm as 6 windows of various sizes.

There is indeed a slight glitch with the floors and walls. I will change it so that it only toggles a wall if you start and end in the same square (a single left click) like intended.

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04-14-2006 at 07:12 PM
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New version attached to this post (and first one of course).

Meh, what can I say? Everyone seem so excited about the new flying snakes, so here you go! You can see your brand new snakes right in the monster editor tab. If you have no clue what I'm babbling about read all about it here.

Also added: The brown roaches now have Orbiting movement. Not sure about any puzzle potential here, but it's funny so why not.

Changed controls:
For snakes, just rotate it (with mouse wheel) and put the head on any tile. It will grow from there. If you want the snakes to JUMP, hit SPACE. It works for all snakes at once. Snakes will also JUMP if they can't move in a regular way.

Snakes will JUMP over pits, but not over walls/doors! Also, not over another snake's head.

Have fun and any bugs, ideas and comments welcome!

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08-08-2006 at 06:29 AM
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skell
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Interesting :).

I was so unpatiently waiting till the new version and so I have :).

So I can't find any bugs. The orbital movement is fun :). Although bad 'cause it is impossible for enemy to kill you. Excepting using of the walls. And the snakes seem to work good :).

So YAY! New version XD.

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08-08-2006 at 11:43 AM
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Maurog
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Updated with some minor fixes for version 00.011:
* The snake going into any direction but forward as its first move used to make the tail face a wrong direction.
* Clicking the selected monster tile on the top left now correctly switches to the next monster, and not messes it up when it comes to snakes.
* Switching from roach to snake and vice versa no longer makes you lose the direction it was facing.
* Added some continuity to the snakes when they jump. Not sure if it improved the graphics or the "clean" look was better.

Fixed version 00.011 attached.

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08-09-2006 at 06:18 AM
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skell
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I've found bugs. Well, two I think:

1. When Snake jumps over the roach(es) the *jumped* part of him is not working like obstacle for enemies. it is kinda odd for me...
2. When you try to delete the snakes, if you want to delete the Jumped part, you must delete the snake's tile which lies on one of the sides:

<---========---D


< - snake's tail's end
- - snake's tail
- - Snake's tail part whioch you must delete if you want to delete the jumped part
= - jumped part of snake's tail
D - snake's head

That explains all ;).
Well, they aren't a big bugs (Whow, they are bugs?) really but still...

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08-09-2006 at 07:11 AM
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Maurog
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The "jumped" part of the snake is not an obstacle because it's not a monster. There can be only one monster in a single cell, so the snake cannot occupy the same square as a roach or other snake. The ghostly trail is just a visual clue to show how the snake pierced reality to appear in another place. As per current version, it will disappear if either of the connected pieces is deleted.

Speaking of which, the attached version improves deleting the snake in such a way that all the parts are always "alive". Cut the snake and both parts will become snakes. Among other stuff, if you are using the applet to solve flying snake puzzles, you can undo moves by deleting the snake's head (it will grow another further down its neck). Try it out!

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08-10-2006 at 05:07 PM
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skell
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SO.......... Sorry for SO LATE post... I just wasn't around because I felt guilty about my project (Or rather lack of updates O:-).
Anyway I looked at the version, everything seems to be perfect (The stupid snakes keeped on eating me ^^).
So by the way are you right now working on another version?

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09-24-2006 at 09:12 PM
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Jeff_Ray...
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I just have to ask, how do you kill monsters (IE: roaches)?

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09-25-2006 at 10:35 AM
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Maurog
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Oh, the default weapon is the crossbow, so you either shoot them with space once every other turn, or change weapon (1, 2 and 3 buttons). Maybe making the sword to be the default weapon is a good idea...

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09-25-2006 at 11:59 AM
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Jeff_Ray...
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Yeah, i really think so.

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09-25-2006 at 05:22 PM
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skell
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I just had to bump this with question when new version, and when some update :D [Lucky me no one bumps my project with question when new version...].

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[Last edited by skell at 01-29-2012 08:44 PM : Going to the keep]
02-25-2007 at 08:59 PM
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Maurog
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Yeah, I pretty much abandoned it in the last few months... but since it was in the middle of adding a pretty nice new element, it deserves to be at least caught up to that. Give me a few days to fix all the bugs and finish that version.

It probably will never be a full-scale game, but I will use it as a sort of testing ground to check out some proposed features, like with jumping snakes puzzle.

PS: And please remove that horrible smiley from your post. Seriously.



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02-25-2007 at 09:22 PM
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Okay, here you go...

Version 13
Major change A: The snaking interface is complete. To put a snake, select it from the monster menu, click and drag. This will allow you to draw a straight line only. However, if you click a snake's head and drag the new segment, it will be connected from the head and on. Not only that, if you click a head (or anywhere) and drag a straight line into a snake's tail, it will also connect just like you would expect and make a complete snake.

Major change B: A new long element is here. It's very original (at least I never seen any smiliar feature requests). I don't really have a name for it unless you count "snakobox" as a name. The idea is very simple - it's basically a variant of Sokoban box in form of a snake. It's a long monster that doesn't move, and has a head on both sides. Sticking a sword into a head will cause it to follow your sword (if it can). That's about it. I'm a bit fuzzy of how sticking/unsticking rules should go - right now you just bring a sword to the head tile (no restrictions) to stick and move a sword diagonally to unstick. Go play with it yourself and tell me what you think.

Minor change C: You start with a sword by default, instead of the crossbow.

Minor change D: Some useful info is shown on the bottom.

Play with it and send me your feedback (especially about B).

PS: I know that the editor allows to combine different snakes with unpredictable results. It will be fixed, no need to report it.

PPS: I wan't kidding about the smiley.

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02-26-2007 at 12:43 PM
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skell
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Hmm, that new snake is neat :). Works good too.

No Bugs found... That's good too ^^.

Hmm, that's all I had to say I guess. Too bad you don't feel like making this game [Even though I think one DROD is enough... Ha, it is even too much for me xD] I like Drod-like games...

So far great :).

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[Last edited by skell at 01-29-2012 08:44 PM : Going to the keep]
02-26-2007 at 05:57 PM
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Maurog
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Okay, this has nothing to do with the project, but I have been experimenting with reels lately, and it's amazing how much can you do with a rather simple reel class. Really powerful stuff. Attached is a tiny clock app which uses reels that were designed for something else. Check it out if you feel like it - you can click the digits to roll them, X exits and R resets to current time.

And now I go back to figuring the right function for making rolling a given distance in a given time look pretty.

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03-11-2007 at 03:20 PM
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Someone Else
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For some reason I can't move. I can swing my sword, but I can't move.
03-12-2007 at 09:42 AM
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Maurog
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Turn the NumLock off.

I might change it to work through NumLock, but the keys for weapon changing are numbers...

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03-12-2007 at 09:47 AM
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Someone Else wrote:
For some reason I can't move. I can swing my sword, but I can't move.
I see. So you're using your sword to type right now? :lol Man, that's just a lousy day.

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03-12-2007 at 06:24 PM
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skell
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Surprisingly the clock has bugs.
Yes, bugs, Eureka! Skell found a bug in not his application :P.

Anyway, I shall put the jokes aside now...
Try to press Restart few times while the number changes. Well, at least it worked for me with hour digits, more often with the tens digit. Just press on it and then repeatedly press reset...

Hope I was at least a litle help

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[Last edited by skell at 01-29-2012 08:44 PM : Going to the keep]
03-13-2007 at 07:36 PM
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Maurog
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Yeah, I know what's causing it. It knows that it shouldn't be over 24 hours, so every time it sees 24+, it removes 24. Normally this wouldn't be a problem at all, but the way the clock is now, going down from 00 hours gives you 29 hours (don't ask). And that's how you end up with 5 extra hours. Good work spotting this down!

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03-13-2007 at 10:28 PM
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skell
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Don't mention it - the pleasure is all mine :D.

Hey, 99%. YAAAAY!

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[Last edited by skell at 01-29-2012 08:45 PM : Going to the keep]
03-16-2007 at 06:56 PM
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