Grid Sage Forums
- May 10, 2024, 12:46:29 AM
- Welcome, Guest
I don't even know the final goal of the game or how levels there are or... well, in fact I don't know shit ahaHaha, well, you can start piecing together the background story by hacking terminal records. Later on the story will be a bit more interactive and require less proactive effort on your part (though you'll only understand some of the details by parsing records).
I do a bit of programming, and made my own silly little roguelike that I like to mess around with when I have time.Hey Zach, glad the blog was able to draw you in (though honestly attracting an audience was only one small part of its many purposes!).
When I'm not playing videogames I'm probably programming something, setting up a new NAS, turning a netbook into a firewall, or anything generally computer nerdy.I love how roguelike players are often nerdy tech people. It makes being a roguelike dev so much easier, and so much more fun .
Can't wait to get some Cogmind tournaments going so I can lose but have some fun checking out everyone's builds!Yeah, I was really hoping to set that up soon but we need some bug fixes first (and QoL features), and there hasn't been time yet :/. Obviously later on you guys can feel free to run your own tournaments. Cogmind is seedable, too, so that should be fun
Just got a forum account a day or so after getting the game so that I could join discussions. I particularly like the addition of the fabrication of parts and allies to the original 7DRL mechanics.Don't forget to fill out the form that was linked in the original email--I don't think your data was in there unless you just added it within the last hour or so.
My favorite genres are RTS, TBS, Simulation, and Roguelikes. A bit harder for me to single out any specific games as I tend to drift from one to another over time.I do hope there's a lot of crossover between Cogmind fans and TBS, so that everyone's happy when I eventually switch back to making the new X@COM
-How did you learn about Cogmind?Glad I started posting on Indie DB . I didn't want to attract a wider audience too early, but late last year I just started taking 1.5 years of blog posts and spamming them onto IndieDB one every three days. That got a a lot of people interested pretty quickly. Happy that you saw it!
I found out about Cogmind after seeing a post from the blog on IndieDB about four months ago
-What other roguelikes do you enjoy?I've been chatting with BtS lately (he just got Cogmind, too!) about game design. At its core TGGW is kind of like a fantasy Cogmind.
I really enjoy The Ground Gives Way! I tried getting into ToMe, but I'm finding it a bit of chore.
I see that the Cogmind is uploading scores to the server, are there plans for a public ladder or online listing of the scores?I do hope to have this in the future in some form, yes. Right now it just stores your score sheets on gridsagegames.com.
Bone files would also be a nice extra feature, if possible.Would that really be meaningful/noticeable with Cogmind, though? As is the maps are quite large, especially once you get out of early areas--you're likely to only see a small portion of a map before you leave it (and your entrance point is actually randomly chosen from among several possibilities).
PS: No more than 3 dev stages pleaseYou didn't get the memo? After Alpha we're going Beta (2016), Gamma (2017), Zeta (2018) and then, finally, I'll start calling it 0.10
Many games offer when instaling to choose where you want to have your saves etc. stored...Interesting, I haven't encountered that before.
There is one drawback when you store your files in the installation folder: if there are two people playing the game on the same pc, they need to have separate copies of the game... Considered the size of the game this isn't too much of an issue thoughHaha, that is true, and another way to look at the benefit of user-relative data storage, which is why MS does it... but it's annoying for those who prefer having everything in one convenient place and not have to go find some differently named directory (or subdir, or subsubdir...) over in %appdata%.
As a workaround for the game being installed in the program files folder:I'm not too familiar with Steam, but I imaging it does handle local saving just fine since games are run under Steam's own privileges.
icacls "C:\Program Files\COGMIND" /grant %USERNAME%:(CI)(OI)F
This grants all full access to the current user. Needs to be executed with admin privileges: press Win+X -> Command prompt (admin).
(I think this issue should be gone when you release on Steam - some of my Steam games also seem to store their savegames locally)
Yup, it was the DPI scaling after all, thanks heaps. Great fun so far, deeper than most rogue games too which is nice.Whew, good to hear. That's new to me, too. Apparently it's possible to have Cogmind.exe turn that off itself, so I'll be adding that in a future version.
One other question while I'm here though, is there any way to get a bigger tileset?The largest font that fits in 800px is size 12, so no bigger fonts (since the UI wouldn't fit in the interface). There will be other fonts added at all sizes eventually for better readability for some players, though they will in most cases not be stylized and therefore reduce immersion.
For whatever reason I'm limited in my options to 10 and 12 point at 1280x800 and wouldn't mind larger graphics on the map section, the font's perfectly readable though so I could take it or leave it.
Manually setting the font or the map size in the cfg seems to give me no success either.
Does bumping peaceful robots increase alert level/attracts unwanted attention?Not too much.
Same issue here with Finnish keyboard.No wonder you were asking me where that was . (Temporary workaround, by the way: Use t/m/i keys to sort your inventory and get different items to the top--it's rare that you'd have more than 15 or so items, anyway. Or I could be wrong and some of you are major packrats--Cogminds masquerading as Scavengers )
I cannot use the [ ] keys to scroll the inventory.
http://frontype.com/keyboarding/540px-Computer-keyboard-Sweden.svg.png
You are right, I completely missed the description for the autosort option...The main purpose was to make it easier for you to immediately see what other similar items you may already have in your inventory. This is especially useful for large (>10) inventories where they may not be on the same page.
I still do not get the point of switching it on, though.
When I first activated the option I thought it would automatically reorder the inventory according to the last selected inventory sort mode (t/m/i), which would make much more sense to me.
edit: ok so i extracted archive to different folder (same partition) and it works now..One of the requirements for installation is that it be somewhere you have admin privileges to allow for file saving to the local directories.
@Kyzrati: I think on Windows all user-specific data should be written to %appdata%.It's true that this is the "proper" way to do it, but I personally find it incredibly annoying when games do that. Most roguelikes store their files locally. But then of course most roguelikes are not commercial games...
While I have no knowledge about the game engine, I would think that if there is nothing happening (no user input), the cpu usage should drop to near 0%.I always thought it was "near zero" because it hangs around 1-3% for me when minimized , and I don't exactly have a new computer (dev machine is a mid-range ASUS laptop from 2012).
Except for the occasional flickering, the output doesn't need to be redrawn at all when the user isn't pressing any keys or moving the mouse.The game does use a bit of optimization to not do excessive repeat work. I built that part literally years ago so I... can't really discuss details I don't remember .
Maybe there is an easy way to determine if a redraw is really necessary and simply reuse the last rendered frame if not?