Search found 1091 matches

by Gunroar:Cannon()
Sun Jun 11, 2023 11:43 pm
Forum: General
Topic: Avatars: OBEY!
Replies: 763
Views: 1024255

Re: Avatars: OBEY!

Wönderful.
by Gunroar:Cannon()
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...? :P
by Gunroar:Cannon()
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 :shock:
by Gunroar:Cannon()
Sun Jun 11, 2023 10:13 am
Forum: General
Topic: Favourite inspiring/unique games
Replies: 60
Views: 105509

Re: Favourite inspiring games

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. :P
...escalated...blah...blah
Talking of Brogue and its design, I drew some Brogue Fan art.

Image

Based on this:
Screenshot_2023-02-24-16-38-49.png
Screenshot_2023-02-24-16-38-49.png (398.88 KiB) Viewed 4019 times
by Gunroar:Cannon()
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...
by Gunroar:Cannon()
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 ...
by Gunroar:Cannon()
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. ...
by Gunroar:Cannon()
Tue May 16, 2023 8:06 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1523403

Re: What's everyone working on? (tigsource inspired)

Jasoco wrote: Fri May 12, 2023 7:32 pm
It's really fun. Hopefully eventually I can make it my own. Draw my own buildings and stuff and add my own features for how the world works.
Nice :awesome: It'll be cool when you start adding own features.
by Gunroar:Cannon()
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.
by Gunroar:Cannon()
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...