tcod_tutorial_v2 VS fruit-economy

Compare tcod_tutorial_v2 vs fruit-economy and see what are their differences.

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tcod_tutorial_v2 fruit-economy
8 4
86 2
- -
0.0 5.2
9 months ago about 1 year ago
Python HTML
Creative Commons Zero v1.0 Universal -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

tcod_tutorial_v2

Posts with mentions or reviews of tcod_tutorial_v2. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-21.

fruit-economy

Posts with mentions or reviews of fruit-economy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-25.
  • Sharing Saturday #403
    5 projects | /r/roguelikedev | 25 Feb 2022
    Fruit Economy - itch.io | latest devlog | ghHey Everyone, For the second week in a row things have been rather crazy at work, so I've not been too upset about my disrupted plans... Most of the performance-related code changes I wanted to get done were complete on Wed [0], but there were still some annoying rendering artefacts mostly around resizing the screen and mouse movement. I could hide the mouse movement issue, but I'd rather fix it properly. It's mostly a case of not passing enough context or too much context to the memoisation. Basically, at the moment I'm re-rendering everything if anything changes on the game-state side when I really should be splitting up the re-renders to be more specific to rendering only the subset of tiles that have changed or grouping tiles into small regions and rendering stuff at a region at a time. Also, because of this, I didn't tie re-rendering to non-game-state stuff, things like resizing and mouse movement are waiting on a game tick to actually be updated. Bad on me for being lazy I guess, so that's a thing to get sorted out, but I'd like to also add in a gameplay thing, two weeks is getting dangerously close to going a month without making any gameplay improvements, which is bad. So that's definitely something I need to prioritise for next week.As always, questions welcome!- Folcon `-[0]: You can peak at stuff on github if you're interested ;)...
  • JDeploy – Deploy desktop Java apps as native bundles on Mac, Linux, and Windows
    7 projects | news.ycombinator.com | 14 Feb 2022
    Apologies for how much junk is in here[0], I finally figured out notarization and then lost the will to touch it. I'm planning on circling back to clean it up in a few weeks when that entire pile of stress is a bit more of a distant memory, but hopefully it's helpful? =)...

    - [0]: https://github.com/Folcon/fruit-economy/blob/185d49f120bac18...

  • Sharing Saturday #401
    1 project | /r/roguelikedev | 11 Feb 2022
    Fruit Economy - itch.io | latest devlog | gh
  • Ask HN: What is your “I don't care if this succeeds” project?
    56 projects | news.ycombinator.com | 10 Feb 2022
    Last June I decided to try and figure out how to make a game or bust, I didn't really care what, just that I made something, so I took part in the GMTK 2021, that went ok so I decided to try and take what I learned about focus, scoping and getting a small playable thing up and running asap and made a new project[2].

    It's super rough, the gameplay is still sort of non-existent, performance is pretty bad and code quality is kind of all over the place as I'm still really trying to work out how to build stuff like this and I know if I let my dev side have too much leeway it's going to take over and I'll probably no longer be able to figure out what my creative side wants to do.

    It's a fiddly balance that I'm still trying to figure out.

    I've intentionally not said anything about the game itself, you're welcome to ask me for details, but there are also bits of info littered about here and there[3].

    - [0]: https://web.archive.org/web/20130124211012/http://www.dev.gd..., original HN discussion [1]

    - [1]: https://news.ycombinator.com/item?id=5096009

    - [2]: Itch: https://folcon.itch.io/fruit-economy, GH: https://github.com/Folcon/fruit-economy

    - [3]: https://news.ycombinator.com/item?id=22791490

What are some alternatives?

When comparing tcod_tutorial_v2 and fruit-economy you can also consider the following projects:

roguelike - A stealth roguelike in development phase.

endbasic - BASIC environment with a REPL, a web interface, a graphical console, and RPi support written in Rust

libtcod-vcpkg-template - A template for C++17 libtcod projects. This template uses Vcpkg to fetch dependencies.

BrogueLite - This repository is deprecated. Please see Brogue Lite at the new repository.

jdeploy - Developer friendly desktop deployment tool

OneMoreLevel - A turn-based Roguelike game made with Godot engine.

json-formatter-live - json formatter live / Keyboard first, privacy-friendly, installable JSON formatter

RSRevived

polyhydra-upm - Creative geometry for Unity

RoguelikeRust

miniforge - A conda-forge distribution.