A game about beards I have been working on for some time.
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/
Beardlike
Re: Beardlike
Ah very nice to know. How you are accessing to that extra ascii chars (&clubs) in LOVE?
Re: Beardlike
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
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
Re: Beardlike
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.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
- Robin
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Re: Beardlike
Soo... what is wrong with chars[6]?headchant wrote:This way chars[string.byte(string.char(6))]* returns the image of the club.
*which is kind of idiotic
Help us help you: attach a .love.
Re: Beardlike
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.
Re: Beardlike
updated first post with link to the first version
Re: Beardlike
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.
Re: Beardlike
Really awesome dude, congratulations!
- Jasoco
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Re: Beardlike
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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