NPPAngband/NPPMoria QT port

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  • AnonymousHero
    replied
    Originally posted by nppangband
    targeting

    I don't know what the NPP rules are, but this one should definitely show squares around the actual tiles that will be hit!

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  • Zireael
    replied
    It looks like you following the project at github (Ziraeal07)?
    I certainly am and can't wait to see a playable compiled beta to take for a spin!

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  • nppangband
    replied
    Originally posted by Derakon
    Suggestion: highlight the tiles that the projectile will pass through. Drawing a line is nice, but it doesn't always provide unambiguous tactical information.
    Good idea. Diego either did this or will soon.

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  • nppangband
    replied
    Originally posted by Nick
    I certainly am, although I failed to read all of today's 200-odd commits
    What can I say? We are having fun. It feels good to rip out 3 000 lines of 25 year old code and replace it with a single function with 10 times the capability.

    Edit: Maybe, just maybe, I might have become a c++, QT and OOP snob in the past few months.

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  • Nick
    replied
    Originally posted by nppangband
    It looks like you following the project at github (Ziraeal07)?
    I certainly am, although I failed to read all of today's 200-odd commits

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  • nppangband
    replied
    Originally posted by Zireael
    Anywhere we could grab it in a compiled way and help test?
    Very soon, and we would welcome the help testing. The code is still quite alpha at the moment. The player can walk around and use about a dozen commands. But there is no store interface, sidebar, wizard mode, or character screen, which greatly limits testing. We are about to add the "use objects" and "spellcasting" commands. . After that, there will be 150+ spells and hundreds of objects that need testing.

    We need to work on the configuration a little bit before it can work without a QT install. And while I can get it to compile on my Mac, it won't run the game because it can't find the /lib directory. It is probably easily fixed, but I assume it would have the same issue on Linux as well.

    It looks like you following the project at github (Ziraeal07)?

    -Jeff

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  • Zireael
    replied
    Anywhere we could grab it in a compiled way and help test?

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  • Derakon
    replied
    Originally posted by nppangband
    targeting
    Suggestion: highlight the tiles that the projectile will pass through. Drawing a line is nice, but it doesn't always provide unambiguous tactical information.

    Leave a comment:


  • nppangband
    replied
    Object description dialog box

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  • nppangband
    replied
    targeting

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  • nppangband
    replied
    Object selection dialog box

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  • nppangband
    replied
    In terms of a playable game, a lot of progress has been made this week. The object selection dialog box has been completed (for any command that requires the user to select an object), the "object information" screen, some object based commands (like wield, takeoff, etc), as well as targeting, which should be much simpler and quicker.

    We have made sure that all of this can be done with the keyboard, although it will be pretty simple to play the game with a mouse or on a tablet with screen touches.

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  • Zireael
    replied
    Keeping an eye on this. Brilliant!

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  • buzzkill
    replied
    Originally posted by nppangband
    ...and we aren't using the offset terrain tiles any more. When a tile has to be brightened or dimmed based on line-of-sight or torchlight, the game just alters the tile slightly...
    Finally!!! (Nick, Angband needs this too).

    I could dramatically shrink the NPP tileset now, but I won't, at least not right now. I haven't touched UT32 in ages, so no changes penned or pending. Once you release this, I'll nab it, as is.

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  • Nick
    replied
    Originally posted by nppangband
    Only the player doesn't die when he goes < 0 hp, because I haven't added the player death code yet.
    Permalife

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