Author Topic: Fighter v2.0a [C++ Text-Based Game]  (Read 2531 times)

As a tiny little project to get into C++, I made this simple text-based fighting game.

If you want to play it, I'd be glad if you told me what you think, gave suggestions, reported bugs, etc.

This is my first somewhat serious C++ project, so I hope you guys like it, haha.



Virus Scan (0/43)

I'm pretty sure you need to get Microsoft Visual C++ 2010 Redistributable Package for this to work.
Download
Source

From 1.0a to 2.0a:
+Fixed spelling/spacing mistakes.
+Fixed bug where your defense bonus wouldn't reset after a parry.
+Added critical hits.
+You now fight until you exit or die.
+Monsters killed are recorded.
+After each monster killed, there's a chance you will rest and heal a random amount of HP.
-Nerfed monsters so they wouldn't be horribly OP.
-Increased damage done by attacks.

Again, suggestions, bugs, and comments are all appreciated.

have FUN lole!
« Last Edit: February 04, 2012, 10:19:12 PM by otto-san »

Looks fun. Is there a leveling system or way for HP to increase?



"Giant Giant."

:o

Looks fun. Is there a leveling system or way for HP to increase?

"Giant Giant."

:o
It makes more sense if you see all the monsters.

btw here's the list of monsters in the current version:
Giant Spider
Giant Bat
Giant Giant
Giant Mouse
Giant Flea

Also, no, not at this point.

Somehow that didn't even occur to me! Hahaha. I'll work on that maybe. It'd be neater if you kept on fighting until you died. It'd make for a much better game as well.
« Last Edit: February 04, 2012, 09:19:23 PM by otto-san »


Last I checked, "Parry" was not spelt with an "e".

MSVCR100D.dll is missing.
I'm not sure if this is a problem with my computer or the game.
« Last Edit: February 04, 2012, 09:24:45 PM by xxxxkill »

Last I checked, "Parry" was not spelt with an "e".

MSVCR100D.dll is missing.
I'm not sure if this is a problem with my computer or the game.
I'm pretty sure that means Microsoft Visual C++ 2010 Redistributable.

So I should say to get that.

also it isn't, sorry about that. haha. that's fixed in the next version.
« Last Edit: February 04, 2012, 09:38:10 PM by otto-san »

U-U-U-U-U-UPDATES!

From 1.0a to 2.0a:
+Fixed spelling/spacing mistakes.
+Fixed bug where your defense bonus wouldn't reset after a parry.
+Added critical hits.
+You now fight until you exit or die.
+Monsters killed are recorded.
+After each monster killed, there's a chance you will rest and heal a random amount of HP.
-Nerfed monsters so they wouldn't be horribly OP.
-Increased damage done by attacks.

automated text adventures

wop here we go, dwarf fortress except with even less graphics

automated text adventures

wop here we go, dwarf fortress except with even less graphics
ha.

v3 will be out soon, using objects instead of a bunch of variables, and also a bit more fancy and adding some new features!

It's pretty buggy right now though, hahaha.

The only bug I currently see is the fact that no damage can be done to the player nor to the monster.


Odd. Once that's fixed, hopefully there will be no more bugs after that and I can release v3.

edit:

If anyone wants to see what I did wrong here be my guest.

http://dl.dropbox.com/u/11058668/Fighter/v3.0a/source.cpp
« Last Edit: February 07, 2012, 10:08:55 PM by otto-san »

I'd love to play it, but I can't install C++ 2010 because it tells me I have a newer version already installed.

"Giant Giant."
:o
Lol

You should make the enemies more different.
Like, enemies can be Giant, Small, Fat, Muscled or just normal.
Giants would be the strongest of the variants, having more HP and such.
Small have less HP then a normal variant but are faster.
Fat enemies are just incredibly slow.
Muscled enemies do more damage.

Something like that.
Dunno if you did something like that already, but if you did, look for expansions on it.
« Last Edit: February 08, 2012, 01:54:27 PM by lordician »

Lol

You should make the enemies more different.
Like, enemies can be Giant, Small, Fat, Muscled or just normal.
Giants would be the strongest of the variants, having more HP and such.
Small have less HP then a normal variant but are faster.
Fat enemies are just incredibly slow.
Muscled enemies do more damage.

Something like that.
Dunno if you did something like that already, but if you did, look for expansions on it.
I was planning on doing that when having everything giant stopped being slightly funny.

I'd love to play it, but I can't install C++ 2010 because it tells me I have a newer version already installed.
Shouldn't it work then?

Code: [Select]
string MonsterNames[] = {"Giant Bat", "Giant Spider", "Giant Giant", "Giant Mouse", "Giant Flea", "Giant Dwarf", "Giant Elf", "Giant Ent"};
Could you, instead of hardcoding monsters, their types and stats, set up a struct featuring prefixes, another struct featuring names, and then base their stats based on their prefix and race?
It would allow for more variety, and less typing on your part.



Maybe if you continue development further than a sort of experiment to test your skills, you could add more depth.
Swords & Sandals style seems to fit. Since it has a text-adventure sort of style, the areas could be described according to how a text adventure would, thus allowing for the end user to mentally represent areas to gain immersion instead of limiting his or her creativity to a graphical representation.
« Last Edit: February 08, 2012, 07:31:16 PM by Byteswarm »

the giant giant issue shouldn't be a problem as dwarf fortress suffers from that too

also include stamina bar :D