VTerminal
Axes-Armour-Ale
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VTerminal | Axes-Armour-Ale | |
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5 | 19 | |
75 | 38 | |
- | - | |
7.5 | 2.7 | |
about 1 month ago | about 1 year ago | |
Java | Pascal | |
Apache License 2.0 | MIT 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.
VTerminal
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Any suggestions for good open source Java codebases to study(With below criteria)?
You could check out my name generation library and another library that I wrote to give Swing a terminal Look-and-Feel
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Learning - Guidance on creating my own Import Library.
This is one of my projects which is set up with JitPack and Maven. I can include it in any other project by adding it as a dependency to that project's Maven pom.xml file.
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Your cool open source libraries
VTerminal - A new Swing LaF which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders.
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Sharing Saturday #352
VTerminal
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ASCII roguelike project
The library is VTerminal. The master branch contains all of the older AWT-based code and the 2020.11 branch contains all of the newer Swing-based code. Although it's mostly done and working, I'm holding off pushing the full rewrite in 2020.11 to master until I can get more documentation written for it.
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
What are some alternatives?
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
Minestom - 1.20.4 Lightweight Minecraft server
hUGETracker - The music composition suite for the Nintendo Game Boy
Litiengine - LITIENGINE 🕹 The pure 2D java game engine.
milkman - An Extensible Request/Response Workbench
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
bowler-script-kernel - The CLI and API layer for the Bowler ScriptingEngine and all its dependant libraries.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
ksuid - K-Sortable Globally Unique IDs for Java
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.