Beardlike

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headchant
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Beardlike

Post by headchant »

A game about beards I have been working on for some time.

Image

features:
* ASCII graphics, all on a 800x600 pixel screen
* procedural/randomnly generated dungeons
* lighting system/fov
* basic melee combat
* droney music thanks to rukano
* menu system, help
* a small tutorial
* some simple enemies
* pathfinding thanks to the Jumper library
* contextual spacebar interaction, for example open or close doors

coming soon(soon as in maybe)
* ranged combat
* tons of enemy classes
* different types of dungeons

27.11.2012 Download Version 0.19

mac|win|.love

After many, many rewrites and redesigns finally a playable version of the game.

http://www.headchant.com/beardlike/
Last edited by headchant on Tue Nov 27, 2012 9:50 pm, edited 5 times in total.
coffee
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Re: Beardlike

Post by coffee »

Ah very nice to know. How you are accessing to that extra ascii chars (&clubs) in LOVE?
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headchant
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Re: Beardlike

Post by headchant »

Avoid love fonts - way too slow for this and the unicode stuff gives me headaches.

I load images from codepage 437 imagefonts(= "tilesets"). The images of the different characters are stored in a table with the corresponding ascii value as the key, string.char() and string.byte() do the rest.

This way chars[string.byte(string.char(6))]* returns the image of the club.

*which is kind of idiotic
coffee
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Re: Beardlike

Post by coffee »

headchant wrote:Avoid love fonts - way too slow for this and the unicode stuff gives me headaches.

I load images from codepage 437 imagefonts(= "tilesets"). The images of the different characters are stored in a table with the corresponding ascii value as the key, string.char() and string.byte() do the rest.

This way chars[string.byte(string.char(6))]* returns the image of the club.

*which is kind of idiotic
Ah I got it, thank you. I checked after your AS lib and understood the method. I'd love to be possible put in table real extended text ascii just for have a single spaced character maps/vaults for plain-text readability. Good luck for your rogue headchant, seems to have a nice piece of fun on it. :)
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Robin
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Re: Beardlike

Post by Robin »

headchant wrote:This way chars[string.byte(string.char(6))]* returns the image of the club.

*which is kind of idiotic
Soo... what is wrong with chars[6]?
Help us help you: attach a .love.
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headchant
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Re: Beardlike

Post by headchant »

Nothing. But the my interface functions for the module only allow strings as input and then use string.byte to convert to the ascii value. So in order to specify the 'club' glyph from outside the module you will need to use string.char.
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headchant
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Re: Beardlike

Post by headchant »

updated first post with link to the first version
coffee
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Re: Beardlike

Post by coffee »

Glad that you release it. Very well polished and the very best (fake) ASCII LOVE roguelike. I liked specially the one-action-key instead of complicate the game with several keys. Well done.
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Dola
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Re: Beardlike

Post by Dola »

Really awesome dude, congratulations!
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Jasoco
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Re: Beardlike

Post by Jasoco »

For a more genuine DOS-like feel you should use 640x480. 800x600 was not very common back in the ASCII text-only days.
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