Search found 1091 matches
- Sun Jun 11, 2023 11:43 pm
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1024255
Re: Avatars: OBEY!
Wönderful.
- Sun Jun 11, 2023 11:41 pm
- Forum: General
- Topic: Favourite inspiring/unique games
- Replies: 60
- Views: 105509
Re: Favourite inspiring/unique games
Heheh. Thanks. I'll try to make more fan art of other games. Maybe Nuclear Throne next...?
- Sun Jun 11, 2023 11:40 pm
- Forum: General
- Topic: Where are you from?
- Replies: 29
- Views: 20341
Re: Where are you from?
How about us Antarticans
- Sun Jun 11, 2023 10:13 am
- Forum: General
- Topic: Favourite inspiring/unique games
- Replies: 60
- Views: 105509
Re: Favourite inspiring games
Talking of Brogue and its design, I drew some Brogue Fan art.Gunroar:Cannon() wrote: ↑Sun Jul 04, 2021 1:45 pm One game to look at would be Brogue,the roguelike... The Brian Walker's Rogue...hence Brogue.
...escalated...blah...blah
Based on this:
- Wed May 17, 2023 3:51 pm
- Forum: General
- Topic: Ideas to how to generate lakes on a map
- Replies: 6
- Views: 2679
Re: Ideas to how to generate lakes on a map
Brogue is written in straight C. It's pretty well organized and easy to read. If I remember correctly all of the dungeon generation happens in single C file. Take a look. Yeah, I've looked at the code. (And wish it had a moveable setup to load new creatures and stuff from json files because it real...
- Wed May 17, 2023 1:22 pm
- Forum: General
- Topic: Ideas to how to generate lakes on a map
- Replies: 6
- Views: 2679
Re: Ideas to how to generate lakes on a map
Oh, okay. That helps. Path problem fixed then :) (My dad brain was imagining doing A* path finding for every time :rofl: ) But isn't there a better way to do it than "shift" the blob around until there's a path? Hmmmm. And there's also the problem that the blobs produced aren't as best as ...
- Wed May 17, 2023 7:40 am
- Forum: General
- Topic: Ideas to how to generate lakes on a map
- Replies: 6
- Views: 2679
Ideas to how to generate lakes on a map
I use rotLove (needed to run example I posted, sorry) for generating maps. Works okay. But I want to generate maps more like Brogue (using rotLove's Brogue map gen) but it doesn't work well and just gives me either square rooms or one whole cave. --[[ Brogue ]] ROT= require 'src.rot' function love. ...
- Tue May 16, 2023 8:06 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1523403
- Tue May 16, 2023 8:03 am
- Forum: General
- Topic: How to make good dodging AI
- Replies: 9
- Views: 3443
Re: How to make good dodging AI
I guess it's instant. If I add inertia I'll just try and tweak the code. My main problem is that the library doesn't work for fleeing as I thought it should when I use it.
- Mon May 01, 2023 2:09 pm
- Forum: General
- Topic: How to make good dodging AI
- Replies: 9
- Views: 3443
Re: How to make good dodging AI
Looks like typo: elseif hunter.agent then return hunner.agent Heheh. I doubt though. "Check if there's still an agent and return one if there is, but if there isn't then throw an error". Where did you get that a "small working example" means to post your whole project? Okay, fai...