Axes-Armour-Ale
libtcod
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Axes-Armour-Ale | libtcod | |
---|---|---|
19 | 23 | |
38 | 902 | |
- | 1.9% | |
2.7 | 7.8 | |
about 1 year ago | 2 months ago | |
Pascal | C | |
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
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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
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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
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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
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Sharing Saturday #427
Released an alpha version of Axes, Armour & Ale
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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
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Sharing Saturday #421
All code, previous releases, and a growing collection of bugs are kept at https://github.com/cyberfilth/Axes-Armour-Ale
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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
libtcod
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Sharing Saturday #459
libtcod | GitHub | Issues | Forum | Changelog | Documentation | Template
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Game screen: write terminal emulator or use libtcod?
Libtcod itself uses SDL2. It maps tile glyphs to a texture atlas and maps Unicode codepoints to tile positions. Then it has another data structure called a console which has the background color, foreground color, and codepoint for each tile on that console. It then uses SDL_RenderGeometry to quickly render the background and colored glyphs to an SDL texture, skipping unchanged tiles as an optimization, then renders that texture to the window. The C99 source is here: renderer_sdl2.h renderer_sdl2.c, a C++ version would surely look better.
- Sharing Saturday #440
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what minor tech projects do you absolutely adore?
libtcod has always been a favorite of mine. Does a lot of things to zero fanfare outside the indie roguelike scene.
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Sharing Saturday #427
I've ended up recovering the old 1.3.2 to 1.5.0 builds of libtcod. You can find them on the GitHub releases page. Most of, maybe all of the other places which had these builds are down, but thankfully Jice still had copies of these builds.
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RoguelikeDev Does The Complete Roguelike Tutorial - Week 3
FoV is a port from C -> Java of the algorithm found here
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Sharing Saturday #413
libtcod | GitHub | Issues | Forum | Changelog | Documentation | Template
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SRiC ("Simple" Roguelike in C) has stairs now, and multiple floors!
Hey man, I don't wanna piss in your cherrios if you're intentionally doing it all the hard way, but you know about tcod right? https://github.com/libtcod/libtcod/
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libtcod roguelike C tutorial?
Browsing the repo, looks like it has a full C only API, https://github.com/libtcod/libtcod/blob/master/src/libtcod/libtcod.h
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The 7DRL Challenge 2022 is announced! Create a complete roguelike game in 7 days.
libtcod support for terminals is in progress at least for ANSI true colour, and I have a minimal compatibility layer for UNIX only.
What are some alternatives?
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
SDL - Simple Directmedia Layer
hUGETracker - The music composition suite for the Nintendo Game Boy
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
BrogueCE - Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
notcurses - blingful character graphics/TUI library. definitely not curses.
VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.
C++ Format - A modern formatting library