Sunday, March 18, 2018

It's alive!

Greetings,

you can now play Hellband on http://angband.live/#
There are some minor screen refresh oopsies, but nothing that interferes with the game-play.

Saturday, March 17, 2018

Eat your veggies

Or, in *band terms, fix your compile time warnings. It seems that `-Wall` and `-pedantic` have come up with a ton more checks since I last compiled Hellband, resulting in a number of actual bug fixes.

One of these bug-fixes fixed the knowledge menu features, which did not work any more on *nix.
Another one did not allow for `extra_shots` to be computed correctly.
Another one prevented damage bonuses and armor class bonuses to be applied to randarts. (Ouch!)
The rest was minor stuff.

Tuesday, March 13, 2018

Progress

Check this out:
http://angband.oook.cz/forum/showthread.php?p=128477#poststop

I was almost on angband.live if it were not for some pesky features (or rather the lack of those pesky featres) in Hellband. Those features have been restored, and I am now able to compile on Windows with cygwin. So much winning ;)

Back to JavaScript.

Monday, March 12, 2018

I think I am back

Greetings,

as a Father of Four, I've cut back on *band for a decade, there was simply no time. More importantly, *bands are so great that it was easier for me to forget about it then to be frustrated at how little time I could spend.

Now, unless IRL wants to mess with me some more, I am very much wanting to get back in.

So, I have restarted (3rd time is a charm) a Hellband port to JavaScript.

The strategy is:
* ROT.js
* Require.js
* Port function per function, keeping the C (Angband) coding conventions.
* Keep it all in the cloud: https://github.com/konijn/hellband

I am lurking all over http://angband.oook.cz/index.php and https://www.reddit.com/r/roguelikedev/ to see what the state of *band is.

That is all for now.