doryen-rs
Axes-Armour-Ale
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doryen-rs | Axes-Armour-Ale | |
---|---|---|
3 | 19 | |
270 | 38 | |
- | - | |
0.0 | 2.7 | |
7 months ago | about 1 year ago | |
Rust | Pascal | |
MIT License | 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.
doryen-rs
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what is tcod?
Developers are starting to revive “Doryen” when they’ve ported the library to another language – including doryen-rs, a Rust port written by the original Jice …
- Rendering TUI To Web
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Sharing Saturday #416
doryen-rs
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
gruid - Cross-platform grid-based UI and game framework.
hUGETracker - The music composition suite for the Nintendo Game Boy
cl-tcod - Common Lisp CFFI interface for libtcod, the roguelike library (fork for latest libtcod)
tcod-rs - Rust bindings for libtcod 1.6.3 (the Doryen library/roguelike toolkit)
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
roguelike-tutorial-cpp
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
Unity-2d-pathfinding - A very simple 2d tile-based pathfinding for unity, with penalty supported
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.