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Roguelike Development & Discussion's Journal

Roguelike Development and Discussions Journal. 20 most recent entries. Martin's ******* Bash 1.7 is released. As of 19:05 GMT on the 6th of January, 2009, I am pleased to announce the release of Martin's ******* Bash version 1.7. This is strictly a bug-fix release relative to version 1.6. Save-file compatibility should be maintained but has not been officially tested. The source code can be downloaded from http:/ www.chiark.greenend.org.uk/ mprea. D/dungeonbash/dungeonbash-1.7.tar.gz. The roguelike commu...

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Roguelike Development & Discussion's Journal | roguelikes.livejournal.com Reviews
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Roguelike Development and Discussions Journal. 20 most recent entries. Martin's ******* Bash 1.7 is released. As of 19:05 GMT on the 6th of January, 2009, I am pleased to announce the release of Martin's ******* Bash version 1.7. This is strictly a bug-fix release relative to version 1.6. Save-file compatibility should be maintained but has not been officially tested. The source code can be downloaded from http:/ www.chiark.greenend.org.uk/ mprea. D/dungeonbash/dungeonbash-1.7.tar.gz. The roguelike commu...
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Roguelike Development & Discussion's Journal | roguelikes.livejournal.com Reviews

https://roguelikes.livejournal.com

Roguelike Development and Discussions Journal. 20 most recent entries. Martin's ******* Bash 1.7 is released. As of 19:05 GMT on the 6th of January, 2009, I am pleased to announce the release of Martin's ******* Bash version 1.7. This is strictly a bug-fix release relative to version 1.6. Save-file compatibility should be maintained but has not been officially tested. The source code can be downloaded from http:/ www.chiark.greenend.org.uk/ mprea. D/dungeonbash/dungeonbash-1.7.tar.gz. The roguelike commu...

INTERNAL PAGES

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1

Where does this script go wrong?: roguelikes

http://roguelikes.livejournal.com/2397.html

Ingeborg Svea Nordén (. Where does this script go wrong? I recently edited the monsters.lua. Script for my module, hoping that it would regulate which creatures appear in a new town/dungeon compl I had defined. Unfortunately, the script. Is not working as it should; I keep getting errors related to calling the. Variable. Anyone else know what could be causing this? Post a new comment. We will log you in after post. We will log you in after post. We will log you in after post. We will log you in after post.

2

afable: roguelikes

http://roguelikes.livejournal.com/4014.html

I have a few questions about my roguelike editor. Do you want a radioative feature, like the feature in Fallout? I would need to create a body object for the player, so that parts of the body could randomly become more functional or useless by mutations. I'm currently working with a 20 * 65 map size; would people want larger map sizes? What about a worldmap feature, like in ADOM, or would a Dungeon Siege no world map system be better? What about magic teleporters or space age beamers? Post a new comment.

3

Afable: roguelikes

http://roguelikes.livejournal.com/3688.html

Ladies and Gentlemen, I am proposing a roguelike and editor written in C . If I am to design such a tool, what features would you like to see? Another proposed feature is a more simple method of surprising the player. Create a type known as a "mystery". You would set an offset and the name of the required skill. With the offset you could make the player need something like 900 in a skill to disover the mystery. The mystery could act as an item or a portal etc. Post a new comment. Post a new comment.

4

CryptRL: roguelikes

http://roguelikes.livejournal.com/6342.html

CryptRL is a Java 1.5 roguelike with sound and graphics, which uses the David Gervais tileset as well as the RLTiles library. It's bilingual (english/french) and allows you to switch language ingame. Its main influence is NetHack/Slash'Em (as for the ingame interaction). Link to CryptRL Site. Post a new comment. We will log you in after post. We will log you in after post. We will log you in after post. We will log you in after post. We will log you in after post. Post a new comment. Post a new comment.

5

Martin's Dungeon Bash 1.7 is released: roguelikes

http://roguelikes.livejournal.com/7234.html

Martin's Dungeon Bash 1.7 is released. As of 19:05 GMT on the 6th of January, 2009, I am pleased to announce the release of Martin's Dungeon Bash version 1.7. This is strictly a bug-fix release relative to version 1.6. Save-file compatibility should be maintained but has not been officially tested. The source code can be downloaded from http:/ www.chiark.greenend.org.uk/ mprea. D/dungeonbash/dungeonbash-1.7.tar.gz. Post a new comment. We will log you in after post. We will log you in after post.

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Roguelike Development and Discussions Journal. 20 most recent entries. Martin's Dungeon Bash 1.7 is released. As of 19:05 GMT on the 6th of January, 2009, I am pleased to announce the release of Martin's Dungeon Bash version 1.7. This is strictly a bug-fix release relative to version 1.6. Save-file compatibility should be maintained but has not been officially tested. The source code can be downloaded from http:/ www.chiark.greenend.org.uk/ mprea. D/dungeonbash/dungeonbash-1.7.tar.gz. The roguelike commu...

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