This should 1) show messages only from the current run and 2) immediately scroll to the most recent ones.Īlso messages don't wrap on this page, meaning I suppose I have to scroll to the right to actually read messages wider than the screen (which is almost all of them!), so I can't really read much in the way of messages and this page isn't very useful.
According to the commands, maybe it's spacebar, but that brings up a full list of messages starting with the first message since the game was run, which surprisingly includes even the autoplay game from before the main menu, before my own run even started! I then have to scroll all the way down to the current run and turn. Some messages went by and I wanted to read them again, but I can't see an easy way to do that. The Decoration robot "strongly fancies deep reds recently," haha. Lots of interesting text describing things-makes me want to read the wide text I don't really want to read xD. So I found I started alone and with nothing in inventory, but managed to kick to death a jackal sleeping in a neighboring room, and discovered some needles via a "safety procedure board." Interesting way to discover items and other interesting notes on "suspect walls." I like to have commands for a new roguelike opened in a separate window while I play anyway, so it's nice that this is included. Fortunately I found the txt file on which this is based, included with the game, so I opened that instead. So as usual the first thing I'll do is look for help/commands with ?, so it's nice that's a thing here, but IO tried to read it and the width of the text makes it a bit of a pain when combined with how many commands there are. though I'm also so glad you ended up at least adding some colored text in there, which helps break it up. I like the screen transition, nice job (maybe just a little faster would be better?).Īck, big old paragraph to read at the top with wide-letter text, which I've always found pretty annoying to read. Please, be blunt and merciless when you critique my game. and I must say it's pretty neat seeing the game play itself at the opening :)
Note there's a ^H^H^H^H^H^H in the manual which doesn't look like it should be there.Īnyway, time to start. (I would probably just remove the designation already, since it'll be obvious pretty quickly and just wastes UI space.)Ĭhanging the name will also help in the manual where you seem to have to define in parenthesis what "x-hair" means all over the place :P (just calling it a cursor there makes a lot of sense) Instead of "X-hair", maybe call that "Aim" or "Cursor" instead? Or even just "Object" or "Target"-any of these will fit, and make more sense. LICEcap: An easy way to record gifs of your roguelike in action.Īlrighty, finally time to try some Allure! Well this looks kinda complicated, so I'm going to skim over the guide first.REXPaint: ASCII editing tool for art, mockups, mapping, design.Get motivated!įAQ Friday: Discuss specific approaches to various aspects of development.įeedback Friday: Play a designated WIP roguelike and give feedback ( dev sign up instructions). Sharing Saturday: Share your progress (screenshots, changelogs, bugs :D). Tutorial Tuesday: An annual learn-to-make-a-roguelike series! Next one is not until June 2022, but check out the records for samples across many languages and libraries. Discuss WIP roguelikes and a broad range of RL dev topics. A community of active roguelike developers.