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Mines of Morgoth

 
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Quadko
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PostPosted: Tue Jul 22, 2014 8:50 pm     Post subject: Mines of Morgoth Reply with quote

MrFlibble mentioned graphical roguelike Mines of Morgoth (similar to Castle of Winds) on this thread, but I had a hard time finding the mentioned demo. Google, etc., all just mention the now-defunct minesofmorgoth.com, but using the internet archive / wayback machine I was finally able to track it down to the developer's company site Moongate Software at Moongate.me. (heh, cool logo.) Since it was relatively hard, I figured I'd post in case anyone else would be interested, and it looks like he needs some linkage. I'm all for indie rpgs and roguelikes!

Mines of Morgoth GameScreenshotsDemo Download
A turn-based fantasy Role Playing Game for Windows.


Full game currently 9 via Paypal. And he's reportedly working on a new hex wargame "Panzer Blitz". Best of luck to him!
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MrFlibble
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PostPosted: Wed Jul 23, 2014 8:28 am     Post subject: Reply with quote

Cool! I remember I visited their site once when it was still functional, then just dug some stuff from Wayback Machine copies. Didn't know they moved to another domain.
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noodles
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PostPosted: Thu Jul 31, 2014 9:08 am     Post subject: Reply with quote

Hello, I'm the author of Mines of Morgoth.
If you have any questions about the game, feel free to ask.

I noticed it does not display on some machines these days as I put too much faith in the DirectX 1024x768 mode as unlikely to create any problems. I was too lazy to put in checking code to fall back to windowed mode, which I had put in initially but decided there was no reason for it after all since back in those days it always ran fine in full screen on any PC I could test.

It is a clone of Moria (Amiga version) and was coded in VB6 from scratch, all 30000 lines of it. Of course I looked at the original source code in C for the RNG and other stuff like the monster list but everything else I did on my own using more advanced algos than the original, especially the AI.

I hope one day to come back to it and redo it once more with all 40 levels of the original (mine only has the first 20) and animation for all monsters.

I had a well-known publisher for it but the guy wanted to butcher the game so much I would have been ashamed to have my name on it so I refused the offer.

Currently learning C++ to be able to go a bit further in game coding but hesitating with C# as my choice of game coding language.
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MrFlibble
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PostPosted: Thu Jul 31, 2014 10:10 am     Post subject: Reply with quote

Hello, and welcome to the forums! Shit-Eating Grin

The only question I can think of for now, how many pre-v1.0 versions of the game were actually preserved by the Wayback Machine? The ones that I got working links for are:

Also, were there any features that you coded in one of pre-v1.0 releases but subsequently decided to remove?
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Quadko
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PostPosted: Thu Jul 31, 2014 10:45 am     Post subject: Reply with quote

Welcome! Thanks for coming by.

30k lines? Wow, nice.

I've lived in both c++ and c# professionally, and I'm very addicted to c# and would recommend it for almost anything. The practical difference for applications and game and such is that C# takes care of you, so less irrelevant bugs like memory and pointer problems. Plus, you can write switch statements on string variables. After 10 years in c++ where you can't, that was addictive. Certainly C++ is great, too, but it takes longer to write more code that does less and isn't as portable. Given the option for a project, I'd always recommend C#! However, the most important thing is making progress, so by all means pick a language and go for it. You can't really lose, other than having to port code to the other language later worst case.

Cheers, mate!
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noodles
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PostPosted: Sat Aug 02, 2014 11:55 am     Post subject: Reply with quote

MrFlibble wrote:

Also, were there any features that you coded in one of pre-v1.0 releases but subsequently decided to remove?


I removed the music as it got on my nerves after a while and wasn't that good anyway to begin with.
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Quadko
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PostPosted: Tue Oct 28, 2014 4:48 pm     Post subject: Reply with quote

I've been playing on and off on win7 x64 on intel graphics laptop-ish tech, and it works fine but a little slowly (as do many other games, something about 2d graphics on intel chips).

I finally fired up my gaming rig and tried it on win7 x32 w/ real graphics card - and it said it wanted WinXP! Shit-Eating Grin That was funny.

I've got two other setups I can try it on, both win7 x64 with different graphics cards, so I've got other chances to get it working at a faster speed, still.

I thought that was amusing, not really a problem. I was starting to think I may need to setup an XP gaming rig anymore; this just pushes me closer. My win7 rig started out late XP; maybe if I can budget for a new gaming rig (way past time, obviously, though it seems to matter less anymore) I can set that one back to XP and put it alongside the '98 rig I've got gather dust for those 5-ish games or so that won't run on 7.

Anyway, wanted to say still having fun with this.
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tienkhoanguyen
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PostPosted: Fri Oct 31, 2014 7:16 pm     Post subject: God, Cheese-its & Rice, is number one!hehe Reply with quote

Cheese-its & Rice!hehe

Reading this particular post makes me realize "again" that there are so many talented people out there. Right now I am trying to get a hold of Intel's register setup and so on. I am trying to program in Windows with Assembly language. Once I know the graphics chip then I have to get to learning the keyboard input/output, and see if the joystick registers are any different. So anyways, I should probably stick to what I know hehe

I know DOS and should just work on a game instead of just studying these new stuffs that outpace me.
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