Axes-Armour-Ale
LambdaHack
Our great sponsors
Axes-Armour-Ale | LambdaHack | |
---|---|---|
19 | 8 | |
38 | 612 | |
- | 0.5% | |
2.7 | 6.5 | |
about 1 year ago | about 1 month ago | |
Pascal | Haskell | |
MIT License | BSD 3-clause "New" or "Revised" License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Axes-Armour-Ale
- Sharing Saturday #455
-
Generating hallways
It's not a great illustration, but the result looks like this https://github.com/cyberfilth/Axes-Armour-Ale/blob/master/GITscreenshots/Linux_dungeon.png
-
Sharing Saturday #445
I added another location to the map on Axes, Armour & Ale https://github.com/cyberfilth/Axes-Armour-Ale So next I'll be looking to add overworld encounters and a village / town location.
- Sharing Saturday #439
-
Sharing Saturday #433
This coming week I plan on procrastinating a little more with different dungeon styles. My game has several different environments so far, with more planned. So I get to play around with cellular automata, BSP and other techniques. https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #427
Released an alpha version of Axes, Armour & Ale
-
A question about tiles with contextual "styles"
There's a screenshot of how it looks in my game (using thinner walls) at https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #421
All code, previous releases, and a growing collection of bugs are kept at https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #416
This week has been a week of refactoring... not intentionally though. I'd planned to start adding multiple dungeons all over the overworld map. But every time I started to add this, I found a previously undiscovered bug in some part of my code. My save file was duplicating saved data in several places, and not reading it back correctly when reloading the game. So I've streamlined the save/load process and, touch wood (taps head), think that I'd squashed all the bugs now. https://github.com/cyberfilth/Axes-Armour-Ale
- Sharing Saturday #414
LambdaHack
-
Release announcement: Sphere
Looks really cool! Here's how I do releases: https://github.com/LambdaHack/LambdaHack/issues/76
- Sharing Saturday #393
-
Game design question: how to base item generation on character skill, but not promote artificial optimal play?
here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b
-
[ANN] Monomer, a GUI library for Haskell
I've recently tried that and gave up (https://github.com/LambdaHack/LambdaHack/issues/248). Perhaps it's possible to statically link SDL2, but I learnt it's impossible to statically link the OpenGL and X11 libraries, so you end up with a partially statically linked binary (I didn't manage to obtain even that).
-
Getting Started...
I did some plotline sketches on the github wiki of my project, but never used them so far. Not much use from the other musings there, either. Instead I tweak the templates for procedural generation directly in the code (game content part of the code, to be precise) and get a lot of mileage out of that. The only page of the wiki I got lots of benefit from is the derivation of the simplified formula for calculating speed, distance and damage of projectile from their weight: https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics#projectile-velocity-and-distance
-
Getting to 1.0
Around a decade. No, one release per 1-2 years. The differences are quite large, both gameplay and, even more, UI, in particular in using ready fornts, then custom fonts, then many fonts at once. See the changelogs (that's only for the egine, but that's where most of the changes are made): https://github.com/LambdaHack/LambdaHack/releases
- Sharing Saturday #357
- Allure of the Stars v0.10.2.0 is out
What are some alternatives?
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
rattletrap - :car: Parse and generate Rocket League replays.
hUGETracker - The music composition suite for the Nintendo Game Boy
tateti-tateti - Meta tic-tac-toe ncurses game.
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
Nomyx - The Nomyx game
RogueSharp - A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
monomer - An easy to use, cross platform, GUI library for writing Haskell applications.
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at