tcod_tutorial_v2
tcod_tutorial_v2 | fruit-economy | |
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8 | 4 | |
86 | 2 | |
- | - | |
0.0 | 5.2 | |
9 months ago | about 1 year ago | |
Python | HTML | |
Creative Commons Zero v1.0 Universal | - |
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tcod_tutorial_v2
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Problems from Part 5 to Part 6 (Refactoring)
The map shouldn't be hidden by the changes. You can compare your sources with the expected part-6 sources here.
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Python TCOD tutorial code backports
The old branches from 2020 don't work anymore. So I tried to get the changes from the new version and update the old part-13 (final) branch. You can find it in backports branch of my repo. This won't be merged with upstream, and here is the reason why.
- Help With a Python Attribute Error
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Doing the tutorial and I'm stuck :(
engine is supposed to exist as engine.py in your projects working directory. See the part-3 example code for the correct layout. Something as simple as running main.py from a directory other its own will cause imports to not be found, so try running the sample code once.
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Sharing Saturday #403
The engine itself had a few fixes which were planned for a 2021 tutorial which wasn't finished, those changes and panned ones are listed here and include things like a dedicated data directory, most modules being moved into a package, an updated color scheme, automated linting, and automated deployment of Win/Mac/Linux builds. Since then I didn't do much other than test a scene graph implementation that I've mentioned previously.
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RoguelikeDev Does The Complete Roguelike Tutorial Starting June 29th 2021
I've made an issue to keep track of my current progress, and I'd also like suggestions on what people want updated in the tutorial.
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Sharing Saturday #363
I finally remembered to add a license to the v2 Python tutorial. It is now in the public domain.
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I've been putting off writing this for a while, but if someone can spare the time, i need help understanding some stuff from the libtcod python tutorial ( the "new" one made in python 3)
The latest tutorial with type-hinting is the "new" one, but this is if you wanted to follow the tutorial. To review the code itself you should look at the GitHub repository instead. This tutorial was written for Python 3.7.
fruit-economy
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Sharing Saturday #403
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 ;)...
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JDeploy – Deploy desktop Java apps as native bundles on Mac, Linux, and Windows
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...
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Sharing Saturday #401
Fruit Economy - itch.io | latest devlog | gh
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Ask HN: What is your “I don't care if this succeeds” project?
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?
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.