Tag Archives: roguelike

SquidLib Version 1.95 Released!

Lots of fancy new features in this version of SquidLib!

But first, a picture of FOV in action:

On an island in a lake in the mountains south of the marshlands.

On an island in a lake in the mountains south of the marshlands.

There are a variety of Field of View algorithms built in, along with an assortment of wrappers to really allow customization of their output. My personal favorite is the TranslucenceWrapperFOV with a ShadowFOV base, which is what you see in the image above.

Other FOV algorithm options include a water-like spread, outward rippling, and Elias-based ray casting.

There are currently two Line of Sight algorithms, Bresenham which draws a direct line, and Elias which draws an anti-aliased line. The following two images display the differences.

Bresenham LOS can't see around corners if the "drop" is the wrong direction.

Bresenham LOS can’t see around corners if the “drop” is the wrong direction.

Elias LOS can see around corners as naturally expected due to checking an anti-aliased line.

Elias LOS can see around corners as naturally expected due to checking an anti-aliased line.

 

Get the newest version at the github repository, including a convenient zip of this release! Also check out the demo applications, there’s a lot of usage scenarios laid out in them.

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Earl Spork 2.0 Released for ARRP

Sliding, bumping, and wiggling!

And that completes the feature adds in the new version of Earl Spork, available here: Earl Spork 2.0.

Hope you all enjoy it, and the rest of the entries for the Annual Roguelike Release Party!

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Spelunky Ghost Rides The Whip

Oh no there’s a … GAME OVER.

What follows is the scribbling from a tattered notebook found in a cave, surrounded by giant spiders and angry shopkeepers.

Alas my dearest Margarette, I fear that I will never see you again for this spike sticking through my chest seems to be lodging ever deeper as I write these words. Do please excuse the drops of blood on these pages, my torch dwindles and I must lean close to see. Wait, I think perhaps I am not mortally wounded, if I can just lever myself off this spike I can… wait, what’s that moaning?

Ah, dying alone in the dark with just a flickering torch, a worn journal, an ink pen, some ink, and a giant gold head to keep you company. What more could an adventurer want from life?

Basic concept sketch for Spelunky

Bouncing, looting, running. Everything needed!

 

That’s right, Spelunky is on the brain. The XBox Live Arcade (XBLA) version specifically.

If you haven’t played the PC version, go get it right now, it’s free!

If you haven’t played the XBLA version, maybe hold off for now. While there’s some great things that are new in the XBLA version, there’s also enough annoyances that $15 might be a bit more than is warranted. Like dancing around a car that’s moving without anyone at the controls, it’s just not quite a sane experience.

Reasons after the jump.

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SquidLib Gets Even More Colorful

The newest version of SquidLib is live!

This version features a large bundle of new named colors, along with pallets for them. The new set includes all of the colors from The Traditional Colors Of Japan on wikipedia. Each of the series are included as an array for your use.

The SColorFactory class has been expanded with new options, including shortcut methods to get varying degrees of dimness/lightness of a given color. A demo for that functionality is live at the GitHub repository.

The colors in this image use the SColorFactory adjustment methods in the following order from left to right:

  • desaturated
  • desaturate [at 80%]
  • lightest
  • lighter
  • light
  • [the original color]
  • dark
  • darker
  • darkest

The demo allows you to work with any of the preconfigured pallets and features a tooltip that tells you what method and color name are under the cursor during use.

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