libtcod
reflector
libtcod | reflector | |
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23 | 17 | |
913 | 19 | |
1.6% | - | |
7.8 | 0.0 | |
3 months ago | about 1 year ago | |
C | TypeScript | |
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.
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.
reflector
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[2022 in RoguelikeDev] Reflector: Laser Defense
Reflector: Laser Defense itch.io | GitHub | @mmakesgames
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Sharing Saturday #396
Reflector: Laser Defense (itch.io|twitter|blog|github) Roguelike base-building in an hour
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Recommendation for someone who likes CDDA? Something that is focused on base building (building a farm, mining, hoarding resources) but has decent combat.
I recommend my own game Reflector: Laser Defense but with a big caveat: it is much more puzzle-like and less simulationist than CDDA. Everything has a 1hp. The core mechanic is about reflecting and manipulating laser beams.
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Rot js drawing at arbitrary positions?
Like some others, I use rot.js for some map gen and rng but for rendering I use a different library, pixi, which let's me use particles and animations. It's kinda messy, but you can browse my code here https://github.com/mscottmoore/reflector (src/lib/renderer)
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Roguelikes where tiles represent bigger regions?
My game, Reflector: Laser Defense, sort of fits the description, but it might be at slightly smaller scale than you're looking for. A single tile in Reflector represents a big enough area for an entire building, or entire farm. You can't zoom in any closer.
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Sharing Saturday #366
Reflector: Laser Defense | play now | twitter
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Sharing Saturday #353
Took a break from working on Reflector to participate in the 7DRL jam, this time with a couple collaborators: u/Lemunde doing the sprites and other art, and u/brightbone63 composing music and making sfx. I'll save my main write-up for the dedicated thread, but I'm really happy with how it came together. It was a rush at the end, and I'm not confident in the late-game balance, but it feels like a complete game.
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Turn-based city builder a good idea?
I'm working on a turn-based base builder, Reflector: Laser Defense. There's an emphasis on tactical combat, the specific mechanics of which really wouldn't work well in real time (with or without pause). There's production and resource management as well, which works mostly how you describe. I think it works out alright, though it's sometimes confusing. Give it a try and let me know if you have any questions!
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Sharing Saturday #351
scifi roguelike basebuilder | play now | code | blog | @mscottmooredev
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7DRL 2021 Brainstorming
If you want something with a little less magic, pixi.js is a good option. I believe phaser uses it under the hood. I use it to render the map in my game (non-map UI uses React). You can browse my messy Typescript code here. That said, for the 7DRL perhaps the extra magic of phaser will be nice.
What are some alternatives?
python-tcod - A high-performance Python port of libtcod. Includes the libtcodpy module for backwards compatibility with older projects.
wally-fov - Shadow-casting field-of-view algorithm with support for walls along tile edges
SDL - Simple Directmedia Layer
Cataclysm - A post-apocalyptic roguelike. New features relative to C:Whales are scheduled for after 0.2.0, the savefile breaking release.
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
ranviermud - A node.js based MUD game engine
BrogueCE - Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game
innit - A roguelike game where you play a micro organism inside a larger organism!
notcurses - blingful character graphics/TUI library. definitely not curses.
wcomf - Here you'll find the newest versions of my game, Weird Caves of Mediocre Fun.
C++ Format - A modern formatting library
ECS - A templated, single-file header only Entity Component implementation.