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The_Snail [DEV] Snail @lemmy.world

Atari 2600 programmer.

Posts 11
Comments 92
That's new.
  • Well said. Thank you.

  • That's new.
  • Wonderful. An intelectual response. You are not wrong in your assertion.

    I applied the one most common factor. There was no intent to ignore nor dismiss the rest with a singular focus.

    I have merely raised the most prominent question as posted by others.

    The term pride can be applied to ones work, family, country. In this however, Pride combined with Rainbow is about LBGT (and however many other letters of the alphabet are now being used to describe "Pride").

    This is NOT a debate or even definition to which I care to debate nor should it be debated in this forum as it has been a point of contention for thousands of years and is still not resolved. Rather, the matter is, should it be a part of an game that is played internationally, lumped with religion, et cetera? I know of several people who refused to play simply due to the inclusion of an Anch in the game. A pity really as the items are not portrayed in a truly religious sense. Would more people play if all religious items were removed? Likely yes. Would it be in keeping with the Rogue-like history? Absolutely not. People haven't argued largely over the choice of holiday foods, then again, some have. A rainbow potion supporting "Pride" however is neigther holiday nor a holiday food, it is a political statement of support. That is where the controvery lies, not in the subject of Pride.

    No, ignoring fear and hate mongering does not make it go away. But do we really want to address "Pride" in this game, where not only will the matter not go away, as this thread clearly demonstrates, it adds fuel to the fire.

    True, developers can opt to change things, and many do just that. I however like SPD moreso than any other PD.

    Don't get me wrong, I'll still play. It is merely a concern raised, a Pandora's box if you will, to be addressed. How it is addressed is up to the developer. He may change it, or, leave it.

  • That's new.
  • **Trolling remarks like this will not be addressed.

    As this is a highly controversial matter, and I am not the first to broach it, and deleting this post would not address it, I have invited Even-00 to examine this thread and make a decision. **

  • That's new.
  • I don't know that the words "fucking" and "assholes" belongs in a homosexual topic 😜

  • That's new.
  • There you have it, the modern higher education exerting itself without thought, without grace, without class, without objective debating skills. How could I ever compete with such a whitty retort as that except to say, if ignorance is bliss then you must be the happiest person alive.

  • Grim Weapon, Furor vs Arcana
  • I would have said Furor. It increases the attacks which itself increases the trigger.

    The RoA really needs a +3 to be effective.

  • That's new.
  • Any time one introduces a religious element into a none religious matter, it becomes a volitile topic. Same with sports and politics. Hence why the Book of Etiquette centuries ago decreed those 3 topics poor manors for public debate.

    Taking a highly contoversial subject such as homosexuality and lumping it in with holiday meal/foods is, IMHO, an invitation to disputes unrelated to the game. I'm neither saying I am for or against the subject of homosexuality, merely that private matters should be kept private, and, that it does not follow suit with the changing of holiday foods in the game.

  • So close to a perfect score.
  • Although I stayed with the Sniper, using your suggestion, after several unsuccessful attempts, I was able to get a perfect exploration score. I didn't get the talisman, however, I was able to gather several Mind Vision potions and convert them into Magic Sight. I discovered 2 hidden rooms I had missed.

    The other thing is what ProjectingSpiritBow pointed out - in my haste to stay alive on such a daunting run, I discovered, but bypassed, several alter rooms. I may be a developer but I try to avoid spoilers and so never looded at the Wiki... aside from which, it is Wiki, and anybody can put anything there (unless it supports the American Constitution and removal of domestic terrorists usurping positions of servants to [We] the People, committing sedition to undermind America, and calling these terrorists out for treason over their criminal conspiracy to deny Rights while acting under color of law). Politics aside, it seems that was the missing element. You can't just find the rooms, you must also use them to reveal the treasure.

    Sadly, although I got gold scores all the way, it was still not a perfect game. Tengu managed to get in a stike.

  • So close to a perfect score.
  • So, you can teach an old dog new tricks... thank you. That is very good advice.

  • [MOD] ❄️📌c/PixelDungeon News, December 2023! 📌❄️
  • Because it gets asked often enough, and because it is not part of the one pinned post, I am putting the download link for the most recent releases here. This includes Android and Windows builds.

    https://github.com/00-Evan/shattered-pixel-dungeon/releases

  • So close to a perfect score.
  • Also, there is my own archive of over 300 different Pixel Dungeons.

    https://drive.google.com/drive/folders/1v243hncvyAGpPtxR7VSgg1E-n4tajdPd

  • So close to a perfect score.
  • It does count toward the final score, as does searching all of level 5 even if you beat Goo and find the Rat King. If you don't search the entire level you lose points.

  • So close to a perfect score.
  • Yes. I came very close to starving many times. Keeps you moving. I found a lot of Maps and turned them into clairvoyance stones. That helped cover a lot of ground without backtracking and searching. That was a big game changer this time. I also used an upgrade to make stones of enchantment an got a Blazing bow. A mimic dropped a Ring of Might +3. Another drop had a warhammer +1 very early on. A Ring of Haste helped conserve food and move along faster. I got the Rose too, on level 22, so that was useless. One should be able to eat the rose. I found 3 healing wells. I usually don't find more than one or two in a game. I tend to get the mind vision ones a lot more. Not sure if that is by design or get random.

  • It took me 207 lost games to beat the boss for the first time. Then I ascended.
  • Well done! Most people tend to get a Win by the 300th game, so you are not doing bad being ahead of the scale. Sometimes, everything falls into place. Of course, now you have to ascend all the classes 🙃

  • New curse just dropped
  • Classic. I haven't seen that one in ages.

  • So close to a perfect score.

    After 4 days on one of my best runs ever, I came so close to a perfect score on a 9 Challenge. Almost want to cry 😢

    18
    How are you all doing so well?
  • And the Duelist makes for all 5 classes. That was a difficult one. I had a nice +5 Blazing Assasins blade early on, but I didn't get Plate Armor until I bought it off the Imp on level 20. With the Duelist, blinking and slashing usually killed on the first hit. My second weapon was a plain whip, however, by selecting the proper skills, the +5 and Blazing effect from my blade gets applied to my whip. I took out 7 Wraiths with one attack using the whip.

    The +3 Ring of Arcana I got off the Imp on level 17. Cursed of course, but that's why one always keeps a Remove Curse scroll handy.

    The Ring of Might I found on level 4 in a random drop. It was +1. By using 2 of my Upgrade scrolls, I was able to use weapons and armor much sooner than normal.

    I also had a Spell Book artifact that was basicly useless to me. When I found a Scroll of Transmutation I appied it to the book and got the Talisman... that was very usefull!

  • SPD v2.4.1 working well.
  • And the Duelist makes 5.

  • How are you all doing so well?
  • It is part stradegy, part chance. I've played and created RPG's for decades. I love the Rogue-like genre' because it is different each play. Typically though, by game 300 one usually gets at least one win. If you haven't won in all those years, you need to change your method of play. These types of games can not be won on pure hack-n-slash alone. Although videos may help you, they only show how THAT scenerio worked out at that time. Another option is to try another version of PD ( hundreds exist ). Although Shattered is one of the best it is not at all the easiest. Try playing EASY PD for example. Get in a few wins and get your confidence up. Then try a harder PD/SPD.

    I presently have ascended with 4 of 5 classes with the new SPD, but I've been at this game for years.

  • SPD v2.4.1 working well.
  • This was a very difficult one to start. No decent armour or weapons until level 11. Starved to death twice (saved by Anch's). Healing potions didn't start showing up until later in the game. I did however find 7 potions of Experience! Eventually it all worked out and I was able to ascend with the Rogue. That completes 4 of the 5 classes now.

  • SPD v2.4.1 working well.

    Although I prefer to use the Huntress, for my first run through the new v2.4.1 I took the Fighter/Gladiator the entire way in a single run.

    ! ! !

    9

    Golden

    !

    Huntress, 3 challenge, Wand of Regrowth +9.

    Scrolls of Recharging.

    I have not only grown the elusive Golden Lotus in a garden, I managed to grow 4 at once!

    Died fighting Yog with harder boses and not destroying spawners, but good run with Flaming Bow, Gauntlet of Fire, and Brimstone Armour.

    0

    A Rogue by any other name?

    What do Spelunky, The Binding of Isaac, FTL: Faster Than Light, and Rogue Legacy have in common?

    Well, they've all incorporated roguelike elements as part of their core gameplay loops, and have each stirred up controversy as to what truly constitutes a "roguelike," whether the term "roguelite" is more appropriate, and what exactly is the difference between roguelike, roguelike-like, and roguelite.

    Why is this controversial?

    Because many developers, especially indie developers who want to see success for their games, label their games as roguelikes in order to capitalize on search trends and marketing hype.

    But fans of roguelikes—that is, true roguelikes—have grown tired of hearing, time after time, that a new roguelike has been released only to check it out and realize that it doesn't meet their expectations of what a roguelike ought to be.

    This may not seem like a big deal, but the complaint is reasonable. Genre terms exist to prime expectations for players.

    Imagine spending $30 on a game marketed as an RTS only to discover that it actually plays more like an ARPG? Or you thought you were buying into a MOBA that turned out to be a FPS with MOBA elements?

    So if you've ever wondered what exactly the differences are between roguelikes, roguelike-likes, and roguelites, then here's a quick explainer.

    What Is a Roguelike?

    The term "roguelike" came about as a way to describe games that played similarly to Rogue, an ASCII dungeon crawler released way back in 1980.

    (You can also check this post - https://lemmy.world/post/10970445 )

    Inspired by text-based games from the 1970s, Rogue was notable for its use of permadeath, procedural generation, and ASCII characters to represent in-world entities (as opposed to full-on text sentences a la Zork) to ensure a different adventure experience with each playthrough.

    But there are different interpretations as to what a roguelike entails, and even to this day there are debates as to which elements are essential for a game to be considered "like Rogue."

    The most widely accepted definition is the Berlin Interpretation, which is the definition that was settled on by at the 2008 International Roguelike Development Conference and upheld by Rogue Bassin, Temple of the Rogue, and the 7DRL.

    According to the Berlin Interpretation, a roguelike must have:

    Permadeath

    Random environment generation

    Exploration and discovery

    Turn-based, grid-based, non-modal gameplay

    Hack-n-slash (e.g. lots of monsters to kill)

    Resource management (e.g. inventory)

    Some enthusiasts also impose a few extra requirements, such as ASCII graphics, level-based dungeons, top-down RPG gameplay, only one player character to control, and hard numbers for attributes like health and damage.

    However, according to the Berlin Interpretation, these are "low-value factors" that don't disqualify a game from being a roguelike if they're missing.

    The games that were analyzed to arrive at this definition are Rogue, Nethack, ADOM, Angband, and Crawl.

    What Is a Roguelike-Like?

    The release of Spelunky in 2008 put the Berlin Interpretation, and other roguelike interpretations with it, to the test.

    Here we had an indie game that played a lot like classic roguelikes: levels were randomly generated and required exploration, there was resource management on the part of the player, there were plenty of monsters to defeat, and the player had to start over from scratch upon death.

    The only thing missing was turn-based, grid-based gameplay—Spelunky was a sidescrolling platformer.

    Despite the borrowing of so many elements, Spelunky certainly lacked the spirit of a roguelike, leading to the birth of a new term: the roguelike-like, or a game that applies one or more roguelike elements to a different genre.

    In the case of Spelunky, it was the "roguelikification" of a sidescrolling platformer. In 2012, the release of FTL: Faster Than Light showed what it would be like to introduce roguelike elements to RTS gameplay—and the result was a smash hit.

    But the most puzzling roguelike-like was 2011's The Binding of Isaac, which fulfilled even more of the Berlin Interpretation and arguably felt the most like a roguelike but was rejected by roguelike enthusiasts as decidedly not a roguelike.

    The Binding of Isaac had pretty much everything: top-down view a la The Legend of Zelda, procedurally generated levels, dungeon-based exploration, a tile-based environment, item collection and inventory management, plenty of monsters to hack-n-slash through, and permadeath.

    So what was the problem?

    Well, The Binding of Isaac was a twin-stick shooter, and it was this aspect that didn't sit well with roguelike fans. Combat in classic roguelikes was turn-based and tactical, and The Binding of Isaac was, at its core, an action-packed shooting game.

    Since then, there have been dozens of successful roguelike-likes, including Darkest Dungeon, Nuclear Throne, and Enter the Gungeon.

    What Is a Roguelite?

    In 2013, Cellar Door Games released Rogue Legacy and intentionally avoided calling it a roguelike or even a roguelike-like, instead opting to forge a new term: the roguelite.

    Much in the same vein as roguelike-likes, Rogue Legacy borrowed roguelike elements and applied them to its sidescrolling platformer gameplay, but introduced a new element that offset the permadeath mechanic that roguelikes and roguelike-likes were so famous for: carry-over progression.

    While the current character truly dies upon death, the player continues on in the role of a descendant who retains the same equipment, upgrades, and stats that were unlocked by ancestors (the player's previous runs), but with different characteristics and abilities. The castle, which is the game's main dungeon, remains persistent across deaths.

    Just as there's disunity over the definition of roguelike, not everyone agrees on what it means to be a roguelite.

    For some, the terms roguelike-like and roguelite are synonymous. For others, myself included, roguelites are defined by the one feature that truly makes them "lite" (or more palatable to players at large) compared to roguelike-likes, and that's the carry-over of progress across playthroughs, also known as meta-progression.

    Whereas one of the main draws of roguelikes and roguelike-likes is permadeath—the complete and utter loss of everything upon death—it's a bit too harsh for most gamers to stomach (whimps), which is why roguelites have boomed in popularity.

    The threat of death is still there in the form of having to start over, but each loss still contributes to forward momentum. No run is ever wasted. This is the defining trait of roguelites that differentiates them from their less forgiving siblings.

    Note that unlocking content isn't necessarily the same as carry-over progress. For example, Nuclear Throne has characters that can be unlocked through gameplay, but each character starts each new game as a blank slate.

    The persistence in roguelites necessitates that you can start off from where you died, at least in terms of overall game state, on your subsequent runs.

    Incremental games, also known as clicker games, clicking games (on PCs) or tap games (in mobile games), are video games whose gameplay consists of the player doing simple actions such as clicking on the screen repeatedly (resulting in carpel tunnel and joint damage). This "grinding" earns the player in-game currency which can be used to increase the rate of currency acquisition. In some games, even the clicking becomes unnecessary at some point, as the game plays itself, including in the player's absence, hence the moniker idle game (the absolute ultimate in laziness). The question thus becomes, is a game that you don't play even truly a game? Does a computer generated dungeon of monsters beaten by the same computer controlled Warrior constitute a win?

    According to Anthony Pecorella in his GDC summit talks, the first idle game was attributed to Progress Quest (2002) by Eric Fredriksen, which is a parody of MMORPG's stats and auto-attack. He argued that Kongregate was an early breeding ground for the genre, as some people just want to chat, so, the first game of the genre was aptly titled Kongregate Chat (July 24, 2007, by John Cooney), where the game just run by itself, and people are just chatting in the chat section of the game. While one of the first visual idle games ("rudimentary RPG" according to Pecorella) was Ayumilove's HackerStory v1 (2008, by Ayumilove), which was a parody of bot grinding in a Maple Story game, a famous MMORPG from Korea at that time.

    Lastly, we have a more recent entry into the so-called roguelike games, and one that diehard Rogue fans loath passionately, card games. Most gamers who have been into Rogue/Roguelikes when asked how they feel about cards being added to the game will get downright nasty. This isn't because a game is bad, rather, it is because it doesn't fit into the Roguelike definition. Even though this type of game has been around longer than Roguelites, it did't gain popularity until much later.

    Slay the Spire is a roguelike deck-building video game, developed by the American indie studio Mega Crit and published by Humble Bundle, is attributed with releasing the first such game. Ever since then, hardcore gamers have demanded a new genre' title other than "rogue" be used. Unfortunately, sellers used the "rogue" fame to sell these card games and various companies have now made games that breech card gaming and rogue. The best gamers have managed is to push the games into the Rogue-Lite genre' even though that too is not proper.

    For roguelike purists who prefer the hardcore, traditional gameplay that's core to real roguelikes, the terms do matter.

    Because if they're looking for new roguelikes to play and stumble across a new game that claims to be a "roguelike" but is truly more of a "roguelite"... well, that can be pretty disappointing.

    0

    [DEV] Clover Pixel Dungeon by Sethoscope

    https://github.com/sethoscope/clover-pixel-dungeon/releases/

    New: custom app icon, plus matching colors in title screen and credits.

    This release contains upstream Shattered PD v2.3.0, plus this fork's additions:

    a wand of anti-magic, which temporarily suppresses a target's magical abilities; a flying carpet artifact; a Forgetful challenge, which makes identification of potions and scrolls temporary; a rare Four-Leaf Clover plant, which gives loot-related luck when trampled; and cosmetic changes related to the title.

    0

    Brief Roguelike history.

    A brief evolution of Rogue. Thousands of sites exist on the topic, so I won't go into a lot of repeat here, but I thought you might enjoy a quick gaming history lesson.

    Tolkein (Lord of the Rings and many other books), inspired the game Moria. Zeb, Cook, and Gygax, creators of Dungeons & Dragons, inspired the game Rogue. Tolkein, from Europe, and Gygax (mainly credited for D&D), from America, detested one another.

    Shattered Pixel Dungeon is based upon Pixel Dungeon. https://play.google.com/store/apps/details?id=com.shatteredpixel.shatteredpixeldungeon

    Pixel Dungeon is based upon BRogue.

    https://pixel-dungeon.en.uptodown.com/android

    BRogue is based on Angband. https://github.com/bilgincoskun/brogue-android-port/releases/

    Angband is based on Moria and Larn and Nethack. Moria is Tolkein's world, Nethack is D&D'ish, and Larn took a whole different theme. https://play.google.com/store/apps/details?id=org.rephial.xyangband

    This version includes several Roguelikes in one, including Sil-Q, the Android port of Moria.

    The Android port of Larn (dLarn) is available at - https://download.appsonwindows.com/b/dLarn_free-v3.3-appsonwindows.com.apk?a=azJIZDl2QyttREIxend4L0tyblQwdz09&b=ZmlJL1paUmowSkdDY25XVy9SbGRlTDdreDhhWFc5WWk5NWJORXNrSWN5L1hOamFkWUZsZ21UVVVhSDlwWWtPa2hiT0VIZmQrQ2drTHZoSXJlZ3p4cjNnVlhvWDFSNnNocU1qM0xwcEVKcFk9&c=VkZzUkZ5QjlwQmxrOFJmSWNqR1EvZ3A5MDlSN3I3ZHk4WDFTZ1ZEVnFmQT0&d=4bf63e00

    Moria is based on Rogue. https://play.google.com/store/apps/details?id=org.rufe.moria

    "Roguelike Classic" is the only APK I know to include direct ports of Moria, Larn, and Rogue to Android. Sadly, it uses .SO libraries that are no longer supported since Android 11. Mines of Moria does not hold very true to the original Dungeons of Moria. uMoria is not available for Android. Finally, I found Sil. This is an Android port of Moria that holds very true to Tolkein's work, but it is for x86 hardware only. Fortunately, Sil was redone as Sil-Q (silk), and is included in the above Angband apk.

    The original UNIX version of Rogue (1978-1980) will not run on modern devices, and the only 2 known Android ports of the 1984-1985 DOS version stopped working at Android 11. The DOS version can be run in an emulator such as MagicDOSBox on Android. The versions up to 1984 were primarily text based, or, if one had a computer powerful enough they could select an ANSI or ASCII sudo graphics mode. It can also be played online. One must register an account before playing. https://rlgallery.org:8080/

    A modern Android port can be found in Dungeon Crawl. https://play.google.com/store/apps/details?id=com.crawlmb&hl=en

    In 2015, one of the largest roundups of Roguelikes took place and more than 700 versions were archived. https://archive.org/details/RoguelikeMegaCollection2015

    The anual 7 Day Roguelike Challenge adds about 10 new games each year.

    About the same time, Pixel Dungeon was bursting onto the scene for Android and not even mentioned in that archive at the time.

    A decade later, and there is now well over 300 version's of Pixel Dungeon! That makes for over a thousand roguelikes.

    Dial-up Multi User Dungeon's (MUD's), network roguelikes such as Diablo, and MMORPG's such as World of Warcraft are also evolution's of the original Rogue.

    *Edit

    Although Nethack wasn't a part of PD, it has been a major influence on all Roguelikes. As I mentioned it, I am posting the Android version.

    https://play.google.com/store/apps/details?id=com.tbd.NetHack

    22

    My PD database.

    After much work and many days, I finally used new apktools v2.9.2, other tools, and my own code to decompiles all manifest files of all my PD apk's and produce a new database.

    Image is just an example. The HTML can be downloaded from link.

    https://drive.google.com/file/d/120onCKqQAXxqcbrJASpnuHhhQC9ponj7/view?usp=sharing

    About 6Mb

    18

    Need help finding tool for PD reports.

    !

    It is not a simple thing to sort out PD code repositories. Over 2000 forked repositories on Github alone. Of those, about 150 built APK's. About 170 unique repositories of mods that can be compiled. The rest... copies of PD or SPD with no changes are the majority. Worse, are ones like Sexy PD. (a 1.7.4 SPD core) that changed 8 file's with what was likely a GREP tool to replace "Shattered" with "Sexy". That is the only change, which means big waste of time and bandwidth. Moreso, I have found about 40 such repositories, all associated to a school project to modify SPD code, and then seemingly abandoned. That is just one repository server of about 50 I have been routing in to find forgotton PD's. Very time consuming and often frustrating. That is just the finding... after comes the building, and that can be just as bad. I do not even store most of the APK info, just the APK's.

    Because most archivists stopped around 2020, I am seeking a tool to help build new database. I am looking, without finding, a tool like APK Analyzer

    https://play.google.com/store/apps/details?id=sk.styk.martin.apkanalyzer&hl=en_US&gl=US&referrer=utm_source%3Dgoogle%26utm_medium%3Dorganic%26utm_term%3Dapk+analyzer+pro+apk&pcampaignid=APPU_1_ToaUZfTzON_m2roPuvK7uAE

    However, as pointed out, that tool doesn't create reports. I want -

    1.) It can generate output report

    2.) It can do batch APK's (folder select)

    3.) Prefer it save icon with data

    If anyone can provide, I will process my 300+ PD APK's and provide report to public. Thank you.

    2

    [DEV] Pixel Dungeon archive.

    Having left Discord, and taking some time to move, I am posting this information here.

    http://deathofamerica.royalwebhosting.net/PD/

    The APK’s are not open to the public. If you are an archivist or developer and have a gmail account, you may request access to the more than 300 PD’s and I’ll add you to the account.

    I presently have another 2 dozen repositories I’m attempting to compile that are not among the 300+ APK’s.

    Snail

    13

    My PD Archive

    Having left Discord, and taking some time to move, I am posting this information here.

    http://deathofamerica.royalwebhosting.net/PD/

    The APK's are not open to the public. If you are an archivist or developer and have a gmail account, you may request access to the more than 300 PD's and I'll add you to the account.

    I presently have another 2 dozen repositories I'm attempting to compile that are not among the 300+ APK's.

    Snail

    0