Archive

Posts Tagged ‘libtcod’

TCOD’s weather system !

August 27th, 2010 jice No comments

Source: doryen.eptalys.net

After the cave, it’s now the turn to the original TCOD engine to give away some gems.

For this one, I had to use Linux to squash a nasty memory corruption bug, so the zip contains both windows/mingw and linux binaries and makefiles.
Features :
- day/night cycle
- weather system with
- varying cloud thickness
- varying wind speed and direction
- rain
- lightning

Get it here.

Tile based game with libtcod ?

August 26th, 2010 jice No comments

Source: doryen.eptalys.net

To be honest, I wouldn’t use libtcod for a tile based game myself, but for a game that must support both ascii and tile rendering, it might be an option. I’ve seen people on Goblin Camp’s forums trying to fork the game into a tile based one and I made a few experimentation to see if that was possible with libtcod.

The result is on the demo page. It’s far from being a full featured tile engine and the right way to do it is probably to use both libtcod and an existing SDL based tile engine. Anyway it’s a working proof of concept and it’s always good to know that you can go beyond the ascii limitations with the SDL callback.

I was also interested in making this demo because I’ve always wanted to use this breathtaking free tileset.

Releasing… finally…

August 25th, 2010 jice No comments

Source: doryen.eptalys.net

No, no, not The Chronicles of Doryen v1.0… Not the cave v0.0.1a1 neither… but at least something has been released !

I’ve grown tired of showing off stuff and never being able to release anything so I decided to extract the niftiest pieces of code and make small tech demos with them. This way, they’re no more bloggish vapor and the source code is easier to understand and reuse once extracted from the main project.

There are 3 of them right now, I’ll dig in the archives to see if there are other interesting bits I could process. Get them on the new Demos page.

New MRPAS committed

August 24th, 2010 Mingos No comments

Source: Umbrarum Regnum: The Codex of Eréimul blogs

It has been tested, it has been approved as bug-free. Yesterday night, I committed MRPAS1.1 to libtcod's SVN repository. You can now use it the same way you did with MRPAS1.0. Enjoy!

libtcod 1.5.1b1 released!

August 21st, 2010 donblas No comments

Source: If Error Throw New Brick

As many may know, Magecrawl uses libtcod (via libtcod-net) for both graphics and engine support (FOV, LOS, etc). Months ago, I created a SWIG'ed version of libtcod-net, so that I could stop supporting a hand-rolled wrapper. A (beta) release featuring that has now come out.

If you use libtcod via c#, I highly recommend upgrading to the new wrapper, as the old one is deprecated and no new work will be done on it. Also, the new version has OSX versions for both C# and native C/C++ developers.

Get the hotness here.

libtcod 1.5.1b1 released

August 21st, 2010 jice No comments

Source: doryen.eptalys.net

A lot of people have been asking for a compiled 1.5.1 version. Here it is ! You can put your roguelike dev greasy hands on it on the download page :D . Note that, as stated on the download page, it’s been compiled “as is” without being in a particularly stable state. During the beta, the renderer defaults to GLSL (with fallback to OpenGL, then SDL) but there are known issues with it (fullscreen and fading, not even speaking of openGL drivers), so you’d better force SDL use when you release a stable version of your game.

A big thank to anyone involved in this release, especially :
- Donblas for his work on cmake, swig, C# and OSX versions
- Mingos for various bugfixes, work on gaussian distribution and colors and an upcoming butt-peeling MRPAS2 fov algorithm.
- Dividee for python polishing and various bugfixes
- Jotaf as always, for his unshakable support and suggestions
I’m probably forgetting people, so have a look at the credits file ;)

Also a big thank to all the developers who put their trust in libtcod for their game. Have a look at the projects page to check the latest promising games.

MRPAS2 progress report 1

August 17th, 2010 Mingos No comments

Source: Umbrarum Regnum: The Codex of Eréimul blogs

Well, the name is going to change, but I don't want to name an algorithm before it starts working correctly. And it's not working correctly. Check the attached screenshots (1 and 2) and look at the pillar behaviour: this is unacceptable.

I'm working directly on libtcod's fov_restrictive.c file because the new algorithm is based on MRPAS. So far I have managed to do the following:

read more

Long time no post

August 16th, 2010 Mingos No comments

Source: Umbrarum Regnum: The Codex of Eréimul blogs

Yo. I haven't posted for 4 months, but worry not, I am still alive. Here's a bit of my ranting to keep you amused.

read more

New libtcod projects spotted

July 10th, 2010 jice No comments

Source: doryen.eptalys.net

Magnuscanis is a turn by turn roguelike at tech demo stage. It’s main distinctive features so far are directional fov, footprints (reminds me I have to do the footprint / ground trampling stuff in The Cave…) and BSP towns.  It also has some pretty nice ground shading. There’s already a playable demo.

Check the updates there :

http://magnuscanis.com/

Goblin camp is a pretty ambitious roguelike. Indeed, it’s aiming at no less than Dwarf Fortress, but with a higher management level. The project is pretty young, but already quite advanced. I personally regret that Ilkka, the developer, is not using background colors, but I guess he’d rather follow Dwarf Fortress’ path instead of going where there is no path and leaving a trail ;) . We’ll see if he can find as much mojo as Tarn to keep going with his project. As Platon said (or was it Christiano Ronaldo ? whoever), “Talent is nothing, knowledge is nothing, dedication is everything”. No releases yet but you can find updates here :

http://www.goblincamp.com/

MSVC version poll

May 27th, 2010 jice No comments

Source: doryen.eptalys.net

The Visual Studio version of libtcod is currently compiled with VS2008. Not sure it’s the best choice. So if you’re using libtcod with Visual Studio, head to the poll there. I’ll release  1.5.1 compiled with the version with the most users. Thanks for your participation.

P.S. : if you’re a Microsoft hater escaped from the 80s, there’s also an option for you so go and vent your anger… Your vote won’t affect the final decision but somewhere, you’ll feel happier ;D