Thanks, any particular font family you would recommend? I have no artistic taste lol so I'll gladly try out recommendations.raidho36 wrote:That's really cool thing (as I already said), I totally like it, although for user interface I'd rather went with monospaced font, but that's a matter of taste.
Search found 18 matches
- Thu Jul 25, 2013 11:52 am
- Forum: Games and Creations
- Topic: Snapshot Roguelike alpha
- Replies: 15
- Views: 37762
Re: Snapshot Roguelike alpha
- Wed Jul 24, 2013 10:40 pm
- Forum: Games and Creations
- Topic: Snapshot Roguelike alpha
- Replies: 15
- Views: 37762
Re: Snapshot Roguelike alpha
Very nice! Really well done, plays very nicely. Could you move the F1 Help screen to the right though? Otherwise it overlaps with the inventory, which is annyoing at the beginning. Thanks, and good point. The current F1 help screen is a dirty kludge to be perfectly honest, just found I had added in...
- Wed Jul 24, 2013 10:20 pm
- Forum: Games and Creations
- Topic: Snapshot Roguelike alpha
- Replies: 15
- Views: 37762
Re: Snapshot Roguelike alpha
1. by saying you need artwork that is just compatible, do you mean that changing the code to use new artwork(say larger tile images) would infact be really easy? 2. Also would you say anything about custom user texture support in future. 3. Do you see multiplayer support in future 4. Do you see som...
- Wed Jul 24, 2013 8:26 pm
- Forum: Support and Development
- Topic: Best practices for organizing inheritance with MiddleClass
- Replies: 5
- Views: 3694
Re: Best practices for organizing inheritance with MiddleCla
I'll try an example, taken from my current project which has both good and bad examples :) Much work remaining to be done. However, one good example in it is the way the container related components work together to reduce the overall number of specialized classes. I have a need for at least three t...
- Wed Jul 24, 2013 5:04 pm
- Forum: Games and Creations
- Topic: Snapshot Roguelike alpha
- Replies: 15
- Views: 37762
Snapshot Roguelike alpha
Pretty early alpha (0.0.3) but playable. F1 for ingame help (not the best looking but functional), Esc to exit. Rotational view, character always facing towards the top of the screen, view centered just above the hud for a simple field of awareness visual display. Up next will be modern day and some...
- Wed Jul 24, 2013 1:34 am
- Forum: Support and Development
- Topic: How to not go diagonally!?
- Replies: 8
- Views: 4763
Re: How to not go diagonally!?
local MOVE_KEYS, move_key = {w = 'w', a = 'a', s = 's', d = 'd'} local function on_keypressed(key) move_key = MOVE_KEYS.key or move_key -- whatever else end local function on_keyreleased(key) if key == move_key then move_key = nil end -- more whatevers end local function on_update() if move_key the...
- Tue Jul 23, 2013 12:42 pm
- Forum: Support and Development
- Topic: Best practices for organizing inheritance with MiddleClass
- Replies: 5
- Views: 3694
Re: Best practices for organizing inheritance with MiddleCla
It's all about the public interface of your classes/objects. Too many methods and/or externally accessed instance vars and it is real easy to get confused about which does what and who does what to whom. Too few and you end up with 85000 classes, which is yet another kind of confusion. With lua ther...
- Fri Jun 28, 2013 2:08 am
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1791
- Views: 1502568
Re: What's everyone working on? (tigsource inspired)
Porting my game project from Python/libtcod to Lua/LÖVE. It is yet another roguelike :awesome: but heavily influenced by ascii sector and DoomRL along with tabletop RPG's from years gone by (Traveller/2300AD). Current name is Dark Stars Rogue L(ike/ua/ove), and not much to show yet but a spash scree...