Axes-Armour-Ale
tetraworld
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Axes-Armour-Ale | tetraworld | |
---|---|---|
19 | 2 | |
38 | 1 | |
- | - | |
2.7 | 0.0 | |
about 1 year ago | about 3 years ago | |
Pascal | D | |
MIT License | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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
tetraworld
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[2020 in RoguelikeDev] Tetraworld
Not sure what you mean. Are you talking about a matrix where 1=wall and 0=space? Like laid out in a grid of grids? Maybe try this one. It's a sketch I made while designing the tutorial level. The "S" at the top left corner is the player's starting position. I don't know how helpful it will be, but perhaps looking at this sketch while playing the tutorial level might help understand what's going on? Not sure, but maybe worth a try.
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Sharing Saturday #347
The big item this week that took up more time than expected was my decision to open-source the code. There were quite a number of cleanups I had to do to make things semi-presentable, as well as some logistics, but finally, for better or for worse, the code is now available!
What are some alternatives?
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
dcompute - DCompute: Native execution of D on GPUs and other Accelerators
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
intel-intrinsics - The Dlang SIMD library
hUGETracker - The music composition suite for the Nintendo Game Boy
travesty - Parody text generator
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
ldc - The LLVM-based D Compiler.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
dmd - dmd D Programming Language compiler
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
tsv-utils - eBay's TSV Utilities: Command line tools for large, tabular data files. Filtering, statistics, sampling, joins and more.