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  <title>rec.games.roguelike.development Google Group</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development</link>
  <description>Design and programming of Roguelike games.</description>
  <language>en</language>
  <item>
  <title>ღ۞ღ۞ 2009 Chanel handbag and wallet cheap wholesale at www.fjrjtrade.com &lt;Paypal Payment&gt;</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/466c642658099d6c/16e912ee2454bb6f?show_docid=16e912ee2454bb6f</link>
  <description>
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  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/466c642658099d6c/16e912ee2454bb6f?show_docid=16e912ee2454bb6f</guid>
  <author>
  fjrjtra...@sina.com
  (www.fjrjtrade.com)
  </author>
  <pubDate>Wed, 11 Nov 2009 09:14:45 UT
</pubDate>
  </item>
  <item>
  <title>Re: need some ex-(holy|divine) being beside fallen angel</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/19e4aff463254add?show_docid=19e4aff463254add</link>
  <description>
  A &amp;quot;blessed&amp;quot; X, where X is a creature that drank holy water/slept on an &lt;br&gt; altar, or whatever. Not necessary that these events or locations &lt;br&gt; actually occur in-game, of course.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/19e4aff463254add?show_docid=19e4aff463254add</guid>
  <author>
  paul-donne...@sbcglobal.net
  (Paul Donnelly)
  </author>
  <pubDate>Wed, 11 Nov 2009 03:21:49 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/3bde2cf616a0cf8c?show_docid=3bde2cf616a0cf8c</link>
  <description>
  I feel like the lack of a shared &#39;obvious&#39; multiplication operator &lt;br&gt; across use cases is a strong argument in favor of not conflating &lt;br&gt; positionVector, offsetVector and colorVector as a single &#39;vector&#39; &lt;br&gt; type. &lt;br&gt; Maybe you could have an abstractVector class that implements dot &lt;br&gt; product, cross product, and component-wise product, and then have the
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/3bde2cf616a0cf8c?show_docid=3bde2cf616a0cf8c</guid>
  <author>
  gelatinousmutantcoco...@gmail.com
  (Gelatinous Mutant Coconut)
  </author>
  <pubDate>Wed, 11 Nov 2009 00:17:09 UT
</pubDate>
  </item>
  <item>
  <title>Re: need some ex-(holy|divine) being beside fallen angel</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/81c8567fa2d670f3?show_docid=81c8567fa2d670f3</link>
  <description>
  &amp;quot;Divine Sparks&amp;quot;, fragments of concentrated divine energy that became &lt;br&gt; entangled with earthly matter at the time of creation. Acts like a gas &lt;br&gt; spore, but explodes with a blast of holy energy. &lt;br&gt; &amp;quot;Zealous Missionary&amp;quot;, a wandering priest that attempts to smite &lt;br&gt; undead, purify the wicked and entice good adventurers to join the holy
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/81c8567fa2d670f3?show_docid=81c8567fa2d670f3</guid>
  <author>
  gelatinousmutantcoco...@gmail.com
  (Gelatinous Mutant Coconut)
  </author>
  <pubDate>Tue, 11 Nov 2009 23:13:26 UT
</pubDate>
  </item>
  <item>
  <title>Re: need some ex-(holy|divine) being beside fallen angel</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/dd21d54910a2cc9d?show_docid=dd21d54910a2cc9d</link>
  <description>
  In article &amp;lt;heghqi$6h...@aioe.org&amp;gt;, konstantin.stup...@gmail.com &lt;br&gt; says... &lt;br&gt; WHAT??? YOU DARE TO MAKE A HERETICAL ROGUELIKE??? YOU MUST BURN!!! &lt;br&gt; Seriously, seems fine to me - the theotechnology of your game is up to &lt;br&gt; you after all. And many games include some evil creatures that can &lt;br&gt; still use holy magic. (One of the Four Horsemen in WoW for example.)
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/dd21d54910a2cc9d?show_docid=dd21d54910a2cc9d</guid>
  <author>
  ger...@indigo.ie
  (Gerry Quinn)
  </author>
  <pubDate>Tue, 11 Nov 2009 19:34:05 UT
</pubDate>
  </item>
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  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/952eb2d8ccde99b0/ff6192c263289025?show_docid=ff6192c263289025</link>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/952eb2d8ccde99b0/ff6192c263289025?show_docid=ff6192c263289025</guid>
  <author>
  niceyoyotrade...@163.com
  (yoyotrade)
  </author>
  <pubDate>Tue, 11 Nov 2009 18:07:42 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/c04fb48ede0dc44d?show_docid=c04fb48ede0dc44d</link>
  <description>
  Cross product anti-generalizes. If you have (x,y) vectors, it is &lt;br&gt; really a scalar. If you have triples (x,y,z) you might think you are &lt;br&gt; happy until you add homogenous cooridinates (x,y,z,w) and decide &lt;br&gt; foolishly they should also use (x,y,z) cross product. &lt;br&gt; Component-wise is unsurprising, works with division, and works with
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/c04fb48ede0dc44d?show_docid=c04fb48ede0dc44d</guid>
  <author>
  torespondisfut...@hotmail.com
  (Jeff Lait)
  </author>
  <pubDate>Tue, 11 Nov 2009 17:26:30 UT
</pubDate>
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  fjrjtra...@sina.com
  (www.fjrjtrade.com)
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  <pubDate>Tue, 11 Nov 2009 15:05:28 UT
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  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/182922ce17c1490c/f040aa62f05c171b?show_docid=f040aa62f05c171b</link>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/182922ce17c1490c/f040aa62f05c171b?show_docid=f040aa62f05c171b</guid>
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  shoestra...@163.com
  (tradenow)
  </author>
  <pubDate>Tue, 11 Nov 2009 14:30:56 UT
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  </item>
  <item>
  <title>Re: need some ex-(holy|divine) being beside fallen angel</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/5388c84897aa3307?show_docid=5388c84897aa3307</link>
  <description>
  On Nov 24, 6:59 am, Konstantin Stupnik &amp;lt;konstantin.stup...@gmail.com&amp;gt; &lt;br&gt; wrote: &lt;br&gt; * Dante writes of &#39;old gods&#39; ( egyptian, greek, roman gods ) that &lt;br&gt; were banished to Hell to make place for the one true God. &lt;br&gt; So you could use Elder Gods or Fallen Gods in your game, they could be &lt;br&gt; end bosses. &lt;br&gt; *You could introduce Zealots, they&#39;re always good to unthinkingly
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/5388c84897aa3307?show_docid=5388c84897aa3307</guid>
  <author>
  kon...@gmail.com
  (konijn_)
  </author>
  <pubDate>Tue, 11 Nov 2009 13:43:32 UT
</pubDate>
  </item>
  <item>
  <title>need some ex-(holy|divine) being beside fallen angel</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/834438f140ec7167?show_docid=834438f140ec7167</link>
  <description>
  subj :) &lt;br&gt; And is it ok if fallen angel will deal &#39;divine&#39; damage? &lt;br&gt; It&#39;s not true angel anymore, but still have divine roots, right? &lt;br&gt; It&#39;s not about theology or something. &lt;br&gt; I have divine damage, which is very effective against undead. &lt;br&gt; But I think I need some creatures that are inflicting divine damage.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/97d5566a195a411f/834438f140ec7167?show_docid=834438f140ec7167</guid>
  <author>
  konstantin.stup...@gmail.com
  (Konstantin Stupnik)
  </author>
  <pubDate>Tue, 11 Nov 2009 11:59:50 UT
</pubDate>
  </item>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/a5b70cec66e455b2/12b7b922cdebde8d?show_docid=12b7b922cdebde8d</guid>
  <author>
  kamepif...@gmail.com
  (kame kame)
  </author>
  <pubDate>Tue, 11 Nov 2009 09:15:45 UT
</pubDate>
  </item>
  <item>
  <title>Re: Getting bored with developing my RL, what to do?</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/5dbe1ce0bdb47c4f/570ce525c3874ce5?show_docid=570ce525c3874ce5</link>
  <description>
  Even though it&#39;s bad, try to make it multiplayer. If you see some users &lt;br&gt; using your game, it should motivate to develop it further
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/5dbe1ce0bdb47c4f/570ce525c3874ce5?show_docid=570ce525c3874ce5</guid>
  <author>
  johndoe64...@yahoo.com
  (keith)
  </author>
  <pubDate>Tue, 11 Nov 2009 09:08:58 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/64f40672db14b0e4?show_docid=64f40672db14b0e4</link>
  <description>
  Saluton! &lt;br&gt; (I find length(c1-c2) more readable, too.) &lt;br&gt; &lt;p&gt;Uh? Why? &lt;br&gt; Probably there are occasions in Maths where you use a &lt;br&gt; component wise multiplication of vectors, but, uh, I &lt;br&gt; don&#39;t remember any. Usually you use multipliation with &lt;br&gt; a scalar value, the scalar multipliation of vectors, &lt;br&gt; and the cross product.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/64f40672db14b0e4?show_docid=64f40672db14b0e4</guid>
  <author>
  jyn...@gmx.de
  (Jürgen Lerch)
  </author>
  <pubDate>Tue, 11 Nov 2009 08:35:50 UT
</pubDate>
  </item>
  <item>
  <title>Re: XONG 7DRL 1.0 Release for Win, Mac, Linux</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/4eac9944cf9ed1f9?show_docid=4eac9944cf9ed1f9</link>
  <description>
  It is not yet ready for any kind of production, so I have not released &lt;br&gt; it yet. I have not worked on yet for several weeks now, and I guess I &lt;br&gt; will rewrite half of it now :) I will send you a link when it&#39;s ready &lt;br&gt; for public :)
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/4eac9944cf9ed1f9?show_docid=4eac9944cf9ed1f9</guid>
  <author>
  freikse...@gmail.com
  (Freiksenet)
  </author>
  <pubDate>Tue, 11 Nov 2009 08:28:52 UT
</pubDate>
  </item>
  <item>
  <title>Re: Returned damage.</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/dc9ca7b6153a6397/744d7e96c33a9233?show_docid=744d7e96c33a9233</link>
  <description>
  Ray wrote: &lt;br&gt; From game timer point of view troll died at the same moment he did &lt;br&gt; the damage. But technically it&#39;s split of a second earlier. &lt;br&gt; No. Players and monsters can deal multiple types of damage &lt;br&gt; with one blow. Player can wield orb of fire in one hand &lt;br&gt; and orb of lightning in other and deal both types of damage
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/dc9ca7b6153a6397/744d7e96c33a9233?show_docid=744d7e96c33a9233</guid>
  <author>
  konstantin.stup...@gmail.com
  (Konstantin Stupnik)
  </author>
  <pubDate>Tue, 11 Nov 2009 07:11:23 UT
</pubDate>
  </item>
  <item>
  <title>[ANNOUNCE] CastlevaniaRL 0.61 - Standalone Windows Executable</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/80e10537430bc49e/30dcf8cf2ab19d1c?show_docid=30dcf8cf2ab19d1c</link>
  <description>
  Hello all! &lt;br&gt; CastlevaniaRL is now available for windows computers without a Java &lt;br&gt; Runtime Environment! &lt;br&gt; Now you can play the game without installing Java, as it includes a &lt;br&gt; self extracting temporary VM. &lt;br&gt; The only downside for this version is the unability to save games, &lt;br&gt; that will be fixed on next one. &lt;br&gt; Download from &lt;a target=&quot;_blank&quot; rel=nofollow href=&quot;http://slashie.net&quot;&gt;[link]&lt;/a&gt;
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/80e10537430bc49e/30dcf8cf2ab19d1c?show_docid=30dcf8cf2ab19d1c</guid>
  <author>
  java.ko...@gmail.com
  (Slash)
  </author>
  <pubDate>Tue, 11 Nov 2009 03:14:49 UT
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/4f9fd613d1b92e72/b01d2c438310d3cf?show_docid=b01d2c438310d3cf</guid>
  <author>
  jumpmanki...@yahoo.com.cn
  (www.urban4wholesaler.com)
  </author>
  <pubDate>Tue, 11 Nov 2009 03:08:39 UT
</pubDate>
  </item>
  <item>
  <title>New roguelike in development, blog on development as well</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/be0c767c45397c44/d858f647783442fd?show_docid=d858f647783442fd</link>
  <description>
  I&#39;ve been working on my own roguelike for about 2 months now, and &lt;br&gt; since I&#39;m hopefully past vaporware, I figured I&#39;d let the community &lt;br&gt; know about my efforts. Magecrawl, as it is called, hopes to be a game &lt;br&gt; that draws much inspiration from games like Crawl. &lt;br&gt; I currently have the basics like inventory, equipment, spellcasting,
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/be0c767c45397c44/d858f647783442fd?show_docid=d858f647783442fd</guid>
  <author>
  chris.ham...@gmail.com
  (chris.hamons@gmail.com)
  </author>
  <pubDate>Tue, 11 Nov 2009 01:32:59 UT
</pubDate>
  </item>
  <item>
  <title>Re: 7DRL: The spirit of fighting</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/8c7450b2f2b03d28/bef52dd82b220dbb?show_docid=bef52dd82b220dbb</link>
  <description>
  Good luck! If you get the chance to post some progress here it would &lt;br&gt; be awesome. But it&#39;s understandable if you don&#39;t wana waste any time &lt;br&gt; during this week ;) &lt;br&gt; Jotaf
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/8c7450b2f2b03d28/bef52dd82b220dbb?show_docid=bef52dd82b220dbb</guid>
  <author>
  jota...@hotmail.com
  (Jotaf)
  </author>
  <pubDate>Mon, 11 Nov 2009 19:53:05 UT
</pubDate>
  </item>
  <item>
  <title>Re: Returned damage.</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/dc9ca7b6153a6397/fbe8436fd7c2bda6?show_docid=fbe8436fd7c2bda6</link>
  <description>
  All I can say is that if the troll is alive when it deals the damage, &lt;br&gt; and your message says a dead troll is dealing the damage, then either &lt;br&gt; the call that generates that message is being processed at the wrong &lt;br&gt; instant, or your code is making things (like the troll&#39;s death) happen &lt;br&gt; out of order. &lt;br&gt; If it&#39;s the first, you can move the message-generating call earlier
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/dc9ca7b6153a6397/fbe8436fd7c2bda6?show_docid=fbe8436fd7c2bda6</guid>
  <author>
  b...@sonic.net
  (Ray)
  </author>
  <pubDate>Mon, 11 Nov 2009 18:05:08 UT
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  ecyaya...@163.com
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  <pubDate>Mon, 11 Nov 2009 17:47:43 UT
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/c5d1d413ebcc9dc0/ebe78dac10aec5fc?show_docid=ebe78dac10aec5fc</guid>
  <author>
  niceyoyotrade...@163.com
  (yoyotrade)
  </author>
  <pubDate>Mon, 11 Nov 2009 17:19:41 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/e1697014a0fc83af?show_docid=e1697014a0fc83af</link>
  <description>
  In fact, in roguelikes you probably do want several distinct distance &lt;br&gt; functions: In addition to the Euclidian metric, it&#39;s nice to have the &lt;br&gt; King&#39;s Move metric and the Taxi Cab metric. And whatever movement &lt;br&gt; penalty metric you use for pathfinding.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/e1697014a0fc83af?show_docid=e1697014a0fc83af</guid>
  <author>
  gelatinousmutantcoco...@gmail.com
  (Gelatinous Mutant Coconut)
  </author>
  <pubDate>Mon, 11 Nov 2009 16:19:54 UT
</pubDate>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/3717dd1b67248208/9243924606cca27d?show_docid=9243924606cca27d</guid>
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  fjrjtrad...@sina.com
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  <pubDate>Mon, 11 Nov 2009 15:42:51 UT
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/35c0d0e88c0e7a96/648db1a3df7cecf1?show_docid=648db1a3df7cecf1</guid>
  <author>
  tradenowyo...@163.com
  (tradenow)
  </author>
  <pubDate>Mon, 11 Nov 2009 13:43:51 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/ea7ad13443ff4318?show_docid=ea7ad13443ff4318</link>
  <description>
  Or a good vector? ;-) &lt;br&gt; I think you mean &amp;quot;point&amp;quot; here. &lt;br&gt; For that reason I would slightly prefer d(c1,c2) since it &lt;br&gt; is somewhat more abstract. &lt;br&gt; Not every metric space is a normed vector space. &lt;br&gt; If you arrange your tiles in an arbitrarily connected graph structure &lt;br&gt; (perhaps in order to produce NonEuclidianGeometryRL),
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/ea7ad13443ff4318?show_docid=ea7ad13443ff4318</guid>
  <author>
  steph...@planet.nl
  (Stephan Houben)
  </author>
  <pubDate>Mon, 11 Nov 2009 12:01:52 UT
</pubDate>
  </item>
  <item>
  <title>Re: XONG 7DRL 1.0 Release for Win, Mac, Linux</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/54d7830ae8ed4d0b?show_docid=54d7830ae8ed4d0b</link>
  <description>
  On Nov 23, 1:07 am, Konstantin Stupnik &amp;lt;konstantin.stup...@gmail.com&amp;gt; &lt;br&gt; wrote: &lt;br&gt; The behavior of that enemy (Monitor) has been tweaked a bit in the new &lt;br&gt; one to make situations like that more solvable. also, there is a new &lt;br&gt; defensive weapon that you can use against it (freeze puck). However, &lt;br&gt; these improvements are in XONG 1.2 which is coming out in a few days
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/54d7830ae8ed4d0b?show_docid=54d7830ae8ed4d0b</guid>
  <author>
  dto1...@gmail.com
  (dto1138)
  </author>
  <pubDate>Mon, 11 Nov 2009 11:26:11 UT
</pubDate>
  </item>
  <item>
  <title>Re: XONG 7DRL 1.0 Release for Win, Mac, Linux</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/07fc7f930ed3cab3?show_docid=07fc7f930ed3cab3</link>
  <description>
  Hi Mikhail, &lt;br&gt; Sounds great! Do you have a link to your project? You should visit &lt;br&gt; irc.freenode.net#lispgames on irc and join the fun :)
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/07fc7f930ed3cab3?show_docid=07fc7f930ed3cab3</guid>
  <author>
  dto1...@gmail.com
  (dto1138)
  </author>
  <pubDate>Mon, 11 Nov 2009 11:25:01 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/311b792dd99752b0?show_docid=311b792dd99752b0</link>
  <description>
  while it is possible and will work in my case, I still prefer: &lt;br&gt; if(c1.distanceTo(c2) &amp;lt;2 ) &lt;br&gt; but I use (c1-c2) too. Mostly like this: &lt;br&gt; direction=(dst-src).normalize( ); &lt;br&gt; But since integer diagonal distance is definitely &amp;lt;2, &lt;br&gt; and in some cases by &amp;quot;is near&amp;quot; you mean &amp;quot;immediately adjacent&amp;quot;, &lt;br&gt; I have utility method for objects:
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/311b792dd99752b0?show_docid=311b792dd99752b0</guid>
  <author>
  konstantin.stup...@gmail.com
  (Konstantin Stupnik)
  </author>
  <pubDate>Mon, 11 Nov 2009 10:09:21 UT
</pubDate>
  </item>
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  fjrjtrad...@sina.com
  (www.fjrjtrade.com)
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  <pubDate>Mon, 11 Nov 2009 09:31:07 UT
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/e815b8ebdb90907c/7a06bafbcbb27369?show_docid=7a06bafbcbb27369</guid>
  <author>
  ecyaya...@yeah.net
  (hero)
  </author>
  <pubDate>Mon, 11 Nov 2009 09:31:06 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/a3956a0057e7978e?show_docid=a3956a0057e7978e</link>
  <description>
  If member function notation is something you know then &lt;br&gt; c1.distance(c2) doesn&#39;t look odd. Although I think it &lt;br&gt; would be better to rename it c1.get_distance_to(c2).
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/a3956a0057e7978e?show_docid=a3956a0057e7978e</guid>
  <author>
  pau...@mbnet.fi
  (Krice)
  </author>
  <pubDate>Mon, 11 Nov 2009 09:22:15 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/c9be83ca62341830?show_docid=c9be83ca62341830</link>
  <description>
  vs &lt;br&gt; This is a good point: &lt;br&gt; d(c1,c2) is the concept of metric (distance between vectors) &lt;br&gt; l(c1-c2) is the concept of norm (length of difference of vectors) &lt;br&gt; Both of them are completely conceptual. I only find the notation &lt;br&gt; (c1-c2).length() to be a bit odd, but that is just a matter of experience, &lt;br&gt; I guess.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/c9be83ca62341830?show_docid=c9be83ca62341830</guid>
  <author>
  pl...@mi.fu-berlin.de
  (David Ploog)
  </author>
  <pubDate>Mon, 11 Nov 2009 09:02:49 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/14ad50c954799edf?show_docid=14ad50c954799edf</link>
  <description>
  Agreed. But... &lt;br&gt; is a lot easier to translate formulas into. &lt;br&gt; No, that is not what it does. &lt;br&gt; &amp;quot;points&amp;quot; and &amp;quot;vectors&amp;quot; are being conflated here (but the above idiom &lt;br&gt; would have worked even if they were the same) &lt;br&gt; c1-c2 returns a tuple by doing coordinate wise subtraction. length() &lt;br&gt; is defined on tuples and does sqrt(x^2+y^2).
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/14ad50c954799edf?show_docid=14ad50c954799edf</guid>
  <author>
  torespondisfut...@hotmail.com
  (Jeff Lait)
  </author>
  <pubDate>Mon, 11 Nov 2009 08:50:05 UT
</pubDate>
  </item>
  <item>
  <title>Re: Returned damage.</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/dc9ca7b6153a6397/61a5b46a93cbe7ac?show_docid=61a5b46a93cbe7ac</link>
  <description>
  Ray wrote: &lt;br&gt; I can&#39;t simply remove it. Already dead creature can kill player with &lt;br&gt; &#39;damage over time&#39; effect. &lt;br&gt; And message isn&#39;t formatted right there. &lt;br&gt; It looks like this: &lt;br&gt; el.addEvent(new DealDamageEvent(source,this,di )); &lt;br&gt; Later on it will call source-&amp;gt;getName() and it will return &#39;dead cave &lt;br&gt; troll&#39;.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/dc9ca7b6153a6397/61a5b46a93cbe7ac?show_docid=61a5b46a93cbe7ac</guid>
  <author>
  konstantin.stup...@gmail.com
  (Konstantin Stupnik)
  </author>
  <pubDate>Mon, 11 Nov 2009 07:47:11 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/51d80296100b95c0?show_docid=51d80296100b95c0</link>
  <description>
  Um, me too. I almost posted that same opinion yesterday in fact. I &lt;br&gt; think &amp;quot;distance&amp;quot; is a concept in its own right, and not an aspect &lt;br&gt; or property of a point. So &#39;distance(c1, c2)&#39; definitely matches &lt;br&gt; the way I think of it better than &#39;c1.distance(c2)&#39; or the overloaded &lt;br&gt; (c1-c2).length() you&#39;ve written above.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/51d80296100b95c0?show_docid=51d80296100b95c0</guid>
  <author>
  b...@sonic.net
  (Ray)
  </author>
  <pubDate>Mon, 11 Nov 2009 06:09:52 UT
</pubDate>
  </item>
  <item>
  <title>Re: XONG 7DRL 1.0 Release for Win, Mac, Linux</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/c888f5d1e39a9d1e?show_docid=c888f5d1e39a9d1e</link>
  <description>
  It&#39;s fun! &lt;br&gt; But I don&#39;t know what to do if that proximity thingy &lt;br&gt; is in an exit area, and all doors are near it. &lt;br&gt; Can&#39;t do a thing about it. &lt;br&gt; Whenever I try to enter and place arrow - I&#39;m dead. &lt;br&gt; Visually there is some distance, but it kills me anyway.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/c888f5d1e39a9d1e?show_docid=c888f5d1e39a9d1e</guid>
  <author>
  konstantin.stup...@gmail.com
  (Konstantin Stupnik)
  </author>
  <pubDate>Mon, 11 Nov 2009 06:07:25 UT
</pubDate>
  </item>
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  <author>
  jumpmanki...@yahoo.com.cn
  (www.urban4wholesaler.com)
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  <pubDate>Mon, 11 Nov 2009 03:06:35 UT
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  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/3d0f0c9876ed520d/fda7cbd5761818d9?show_docid=fda7cbd5761818d9</link>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/3d0f0c9876ed520d/fda7cbd5761818d9?show_docid=fda7cbd5761818d9</guid>
  <author>
  jumpmanki...@yahoo.com.cn
  (www.urban4wholesaler.com)
  </author>
  <pubDate>Mon, 11 Nov 2009 03:04:49 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/97b6c489d67a3896?show_docid=97b6c489d67a3896</link>
  <description>
  [Class getDistanceFromPoint:c1 toPoint:c2]; &lt;br&gt; Obj-c rulez 8p I like the way you can write in this exotic language.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/97b6c489d67a3896?show_docid=97b6c489d67a3896</guid>
  <author>
  sameli...@gmail.com
  (Luchino alias Samel)
  </author>
  <pubDate>Sun, 11 Nov 2009 19:46:28 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/bb4c0125b5dd288e?show_docid=bb4c0125b5dd288e</link>
  <description>
  I don&#39;t know, maybe I have a strange taste, but the C version looks much &lt;br&gt; better to my eyes than the above. It even reads like a plain English &lt;br&gt; sentence, you see.
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/bb4c0125b5dd288e?show_docid=bb4c0125b5dd288e</guid>
  <author>
  n...@sheep.art.pl
  (Radomir Dopieralski)
  </author>
  <pubDate>Sun, 11 Nov 2009 19:22:06 UT
</pubDate>
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  <author>
  ecyaya...@163.com
  (hero)
  </author>
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  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/d04ada8b7af098c4/de2422b4d56ed544?show_docid=de2422b4d56ed544</link>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/d04ada8b7af098c4/de2422b4d56ed544?show_docid=de2422b4d56ed544</guid>
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  fjrjtrad...@sina.com
  (www.fjrjtrade.com)
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  <pubDate>Sun, 11 Nov 2009 17:05:43 UT
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/7c820d0408394415/e78b8a43a8a9cb21?show_docid=e78b8a43a8a9cb21</guid>
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  ecyaya...@yeah.net
  (hero)
  </author>
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  <item>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/b941e46aab87d1ec/c04ee0bb005afdf0?show_docid=c04ee0bb005afdf0</guid>
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  fjrjtra...@sina.com
  (www.fjrjtrade.com)
  </author>
  <pubDate>Sun, 11 Nov 2009 13:14:01 UT
</pubDate>
  </item>
  <item>
  <title>Re: XONG 7DRL 1.0 Release for Win, Mac, Linux</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/a9c6b6b65e3dabd7?show_docid=a9c6b6b65e3dabd7</link>
  <description>
  Hello! &lt;br&gt; Common Lisp roguelike - awesome :) I am doing some sort of roguelike &lt;br&gt; engine in Common Lisp too now, it is cool that there are more people &lt;br&gt; interested in RL in Common Lisp world. &lt;br&gt; Cheers, Mikhail
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/a9c6b6b65e3dabd7?show_docid=a9c6b6b65e3dabd7</guid>
  <author>
  freikse...@gmail.com
  (Freiksenet)
  </author>
  <pubDate>Sun, 11 Nov 2009 09:56:38 UT
</pubDate>
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  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/db008906d5b9b19c/024e20bc03bcd58f?show_docid=024e20bc03bcd58f</guid>
  <author>
  ecyaya...@yeah.net
  (hero)
  </author>
  <pubDate>Sun, 11 Nov 2009 09:12:25 UT
</pubDate>
  </item>
  <item>
  <title>Re: Considerations for isnear code</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/e271dbc439159a0b?show_docid=e271dbc439159a0b</link>
  <description>
  I&#39;m not sure if I follow your last point: What about colours?
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/ffe7a47184bb0d85/e271dbc439159a0b?show_docid=e271dbc439159a0b</guid>
  <author>
  gelatinousmutantcoco...@gmail.com
  (Gelatinous Mutant Coconut)
  </author>
  <pubDate>Sun, 11 Nov 2009 08:45:59 UT
</pubDate>
  </item>
  <item>
  <title>XONG 7DRL 1.0 Release for Win, Mac, Linux</title>
  <link>http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/43e0c2612e446ba9?show_docid=43e0c2612e446ba9</link>
  <description>
  Announcing XONG, a fast-moving puzzle roguelike. &lt;br&gt; &lt;a target=&quot;_blank&quot; rel=nofollow href=&quot;http://dto.github.com/notebook/xong.html&quot;&gt;[link]&lt;/a&gt; &lt;br&gt; Feedback and comments welcome!
  </description>
  <guid isPermaLink="true">http://groups.google.co.uk/group/rec.games.roguelike.development/browse_frm/thread/2555ba4706bd6db3/43e0c2612e446ba9?show_docid=43e0c2612e446ba9</guid>
  <author>
  dto1...@gmail.com
  (dto1138)
  </author>
  <pubDate>Sun, 11 Nov 2009 05:43:31 UT
</pubDate>
  </item>
  </channel>
</rss>
