Category Archives: Computer Games

Assault Fish <3 SquidLib 2.0

A new version of Assault Fish is up!

Just another day of fishing for Acid Dolphins to throw around.

Just another day of fishing for Acid Dolphins to throw around.

It’s a refactoring of version 1.6 to use SquidLib 2.0 instead of 1.95. The source is Apache 2.0 so feel free to steal bits of it and/or rework it in your image.

Because it’s a refactoring, there’s no gameplay changes to it, just back-end changes.

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The Book of Hexodus

Adapted from one of the many conversations that makes #rgrd the best place in the world:

The book of Hexodus tells the story of how the Rugrud people left Egypt in six different directions, each group ultimately becoming one of the Six Tribes of Roguelikes.

The first tribe holds that roguelikelikes are still roguelikes.

The second tribe settled in Berlin, and adopted a severe and aggressively conservative law under which only very few games counted as roguelikes.

The third tribe was caught in a Blizzard far to the North and lost their way, eventually falling into iniquity and the temptation of gold. Today they are known as the Aarpugs.

The fates of the remaining three tribes are left as an exercise to the reader.

Thanks to the folks at irc://quakenet/rgrd for bringing another smile into the world. You never know where a discussion that starts with defining colors might end up!

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Attack Template Prototyping – Dust Devil

One feature I wanted in Assault Fish that got dropped in the time crunch was area effects based on a template. I’ve been working with a little prototyping engine without a game attached to see if they’ll work as a general turn-based grid-based mechanic feature.

spark burst overlay prototypeSo far things are going well. The code for the above template is encoded string arrays for now:

I have the renderer set up so that it rotates around the character in the four cardinal directions as well. It only does the four cardinals because anything off-line from them is awkward when going from a grid template. Part of the original game design was to have only 4-way cardinal movement so this rotation fits with that general theme.

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Assault Fish + Java 8

With the official release of Java 8, I’m updating the running requirements for Assault Fish to be Java 8.

This fixes some issues people were having with javafx artifacts not being on their classpath properly. If you have the Java 7 or 8 JDK, you shouldn’t need to worry about it though.

Get the Jave 8 JRE here:

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