png2rex
OneMoreLevel
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png2rex | OneMoreLevel | |
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1 | 3 | |
15 | 40 | |
- | - | |
0.0 | 0.0 | |
about 3 years ago | over 1 year ago | |
C++ | GDScript | |
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.
png2rex
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Sharing Saturday #352
I've ported my old Png2Rex for C++ over to Rust. It's currently exactly the same, just native Rust - so i don't have to fire up a C++ environment to use it. I expect it'll improve a bit, I have a few ideas - and the Rust image system is really powerful. It was interesting porting such a simple tool, and highlighted the differences in development philosophies. The C++ version baked in its own PNG reader, because dependencies are such a pain. This time, I just imported image with the png feature flag. Likewise, instead of including a Rex Paint reader/writer, I just imported the one from bracket-lib and used it. The result? I made this tool, including unit tests and far better error handling, in about 30 minutes. :-)
OneMoreLevel
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Sharing Saturday #363
It is not a technical issue. I draw four maps with REXPaint, which is quite handy. I use two Godot scripts (FileIOHelper.gd and DungeonPrefab.gd) to read a txt file and output terrain data. I can flip the map horizontally and/or vertically if necessary. Problem is, in my mind, ninjas should enclose on all sides and our ninja slayer keeps dodging attacks until the time is right. He fights back with lightning speed and covers narrow corridors and chock points with soul fragments (yellow question marks). But the game does not play like that. I need more time to find a solution.
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Sharing Saturday #358
This week I have raised the difficulty of a few dungeons. I have also added more colors based on players' feedback which greatly improves game experience (see demo above). Therefore I published a nightly release on GitHub and itch.io. I picked all the colors ([grey](f8f9fa-e9ecef-dee2e6-ced4da-adb5bd-6c757d-495057-343a40-212529), green and orange) from Coolors. Below are their hash values.
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Sharing Saturday #352
Demo | Github | itch.io | Twitter | Dev Blog
What are some alternatives?
Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX
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
png2rex_rs - Utility for converting PNG files to REX Paint .xp files.
signed-distance-field-font-generator - Automatically exported from code.google.com/p/signed-distance-field-font-generator
libGDX - Desktop/Android/HTML5/iOS Java game development framework
godot-mrpas - GDScript implementation of Mingos' Restrictive Precise Angle Shadowcasting algorithm
panspermia
BrogueLite - This repository is deprecated. Please see Brogue Lite at the new repository.
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.
spdlog - Fast C++ logging library.
tcod_tutorial_v2