Author Topic: RogueBox Adventures  (Read 3918 times)

themightyglider (OP)

  • Posts: 12
    • RogueBox Adventures
RogueBox Adventures
« on: October 03, 2016, 03:53:58 pm »
It has been a while since I posted about my progress to port RBA on the GCW Zero. (Maybe some of you thought I already gave up.)
Now I can finally announce version 2.0.0 with an official port for the GCW Zero.
Please check out for more information or visit to download the opk.

Please, don't forget to tell me what you are thinking about this release.


  • Posts: 55
Re: RogueBox Adventures
« Reply #1 on: October 03, 2016, 10:59:18 pm »
Pretty cool to have a release, but there are some frustrating things I've noticed  aside from regular difficulties due to not playing rogue-likes much...

Anyway, if you go into Options and try to change the game 'mode?' (semi-realtime and ?) on the Zero, the whole game just crashes. Presumably it's not a changeable setting (or at least not on the Zero), but I shouldn't be able to do anything, including selecting options and crash the game. Also, when you die and get to the 'You are dead' screen the buttons (A - Respawn, Start - Start Over) don't actually have any apparent effect at all. The music just keeps playing until it eventually resets to you, back where you were (the temple/holy ground in this case), without any of the items,etc you had before.

Additionally, the input scheme seems a little counter-intuitive in places. For example, when entering the character name you have the option to: select the next character, accept, reset. There is no way to go back and change a character, not even to delete the most recently entered one. That is exceedingly frustrating if you make even a single typo. Most games on console have a mechanism to handle these cases. Also, X - Inventory, Y - Magic Weapon?, A - Action, B - Build and the start button for cancel is a little weird in my opinion. It's not terrible, but the inventory option seems a little odd in terms of the other types of things you get from the Y, A, and B buttons. Why not Select? Did you consider using the L/R buttons for selecting the inventory categories or are they used for something else in there? The D-Pad is alright, but it seems like moving shifting panels off of the input you're using for up/down selection might be logically better, if less conserving of buttons.


  • Posts: 1433
Re: RogueBox Adventures
« Reply #2 on: October 03, 2016, 11:50:35 pm »
Ok, so i gave it a try and i can't say i'm pleased...
Now of course, i won't comment on the graphics, because i had already done so in the dev thread.
(and it seems you still have not added the jrpg-style graphics)

The controls are confusing but at least it tells you what buttons does, that is,
until you are in-game.
In-Game, nothing is explained.
In fact, i don't think there is even a plot to this game.
When try to kill a monster, i quickly get killed.
How am i supposed to get new weapons ? or even equip them ?

Also, when i die, the game over screen screen becomes stuck for a while before i can continue.

So far, my impressions aren't great.

Also, maybe you should try compiling your game to bytecode but it is pretty slow during world generating.

themightyglider (OP)

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures
« Reply #3 on: October 04, 2016, 06:02:24 am »
Thanks for the input! Stuff like this helps me a lot.

Just let me summarize:

- a crash when choosing the game mode shouldn't happen. This must be a bug.
Edit: Okay, after a short investigation I got the error message from the GCW Zero:
Traceback (most recent call last):
  File "./", line 9186, in <module>
  File "./", line 9130, in main
    master_loop = screen.render_main_menu()
  File "./", line 376, in render_main_menu
  File "./", line 1959, in render_options
  File "/mnt/RogueBox Adventures/LIB/", line 57, in save_options
    f = open(name2, 'wb')
IOError: [Errno 30] Read-only file system: '/mnt/RogueBox Adventures/SAVE/'
Looks like it is really some GCW-specific bug. I will fix it with the next release.

- confusing input is something that is easy to change

- make it possible to change the input sheme as player schould be possible as well but take a bit longer

- change the art style is a lot of work and I am no artist. I thought I could use something pre-done from oga but nothing I've found there really fits. So, as long nobody helps me doing a jrpg themed artset I have to keep the old style.

- I am aware of the long save/load/generation times on a slow device like the zero isn't possible without rewriting the game in a other language like c. I guess the problem you figured out with respawning has the same reason I will check this out.

- Of you complain about confusing game play that means to me the most important new feature for 2.1.0 will be a tutorial for new players.

Did I forgett something?

Thanks for testing my work once again.
« Last Edit: October 04, 2016, 08:18:23 am by themightyglider »

themightyglider (OP)

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures
« Reply #4 on: October 04, 2016, 01:50:59 pm »
Right now I uploaded a new .opk that fixes at least the crash when changing a game option and improves the string_input screen (uses to enter a characters name).
I will try to fix the respawn bug as well soon.
Edit: I think I've found a way to speed up saving/loading at least a bit. I will add this to the next release. But please don't expact wonders. I guess it will still take something like 30 seconds to load or save a game... but thats at least less then one minute, so I guess it would be ok.
« Last Edit: October 05, 2016, 02:50:49 pm by themightyglider »

themightyglider (OP)

  • Posts: 12
    • RogueBox Adventures
Re: RogueBox Adventures
« Reply #5 on: November 28, 2016, 01:32:37 pm »
Today I've released v2.1.0 of Roguebox Adventures.
I noticed a little lag when I run the opk on the emulator. If this should occur on the real hardware as well I maybe have to remove some of the new UI features for the GCW Zero version. (Feedback would be helpfull.)
This version has a customized input for the CCW.
For version 2.2.0 I plan some big changes on how the gameworld is generated/saved/loaded which will increase the performance on slow devices like Rasperry Pi, GCW Zero, ect. rapidly, but this will take a bit more time. 


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