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Messages - Zireael

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1
Sounds right up my alley, where do I sign up for beta?

2
Quote from: The Saber Cat
Is there a way to use fonts of two different pixel sizes as ttf imports, without converting one of them in .png? If yes, how codepoints are shared between them?
Well it is indeed hard to guess what exactly do you have trouble with, but probably you're trying to put both fonts in a single codespace, i. e. make the them all have different code points similar to font + tiles. BearLibTerminal support multiple codespaces for this purpose exactly, to have two (or more) separate fonts, with each one using the same (yet their own) code points for the same characters/tiles:

Code: [Select]
terminal.set('font: one.ttf, size=8x16')
terminal.set('another font: two.ttf, size=10x20')

Would it be possible to load the same font twice (the default one shipped with BLT), but with one of them having the codepoints overriden by tiles and the other not? Or does it have to be two different .ttf files?

Where 'another' is an arbitrary name to your liking. And then there are two ways to use it:

Code: [Select]
# Inline string formatting
terminal.puts(2, 1, 'Hello, [font=another]World')

# Global state
terminal.puts(2, 2, 'Hello, ')
terminal.font('another')
terminal.puts(2+7, 2, 'World')

3
Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: September 13, 2017, 10:53:30 AM »
Is Veins of the Earth still alive? I've been playing it the last couple of days and it has a lot going for it, but it crashes constantly. I mean sometimes every keypress causes a flurry of errors. If it was more stable I could see myself sinking a lot of time into it.  :-[

T-Engine has been updated a couple of times since I last worked on the ToME version of Veins (in August 2016). This is a likely cause of the errors.

Since then, I've set to making Veins from scratch without the reliance on T-Engine.

Currently I'm going with Python + libtcod + bearlibterminal. I'm sorry but the T-Engine version won't be continued (but the code is still available for anyone who wishes to do so)

PS. Your post made my day - it's awesome to see that people still play my little hobby game.

PPS. The Python version is fairly barebones now and I have a day job so I have less time to devote to it.

4
7DRLs / Re: Unlichtwesen [7DRL 2017] - Success!
« on: August 07, 2017, 08:17:28 AM »
The 1.0 version hangs on quit :/

5
State driven AI was something that was always on my 'maybe do sometime' list and I learned it from the Roguelike Intelligence series. I hope that this time I'll actually succeed :P

6
Idly wondering if it'd be possible to combine bearlibterminal with PyQt?

7
Announcements / Re: Dungeonlike (now at Alpha 0.2.0!)
« on: July 10, 2017, 11:38:39 AM »
Quote
Can no longer create game-breaking paradoxes by putting chests into themselves.

:D :D

8
Programming / Re: Recommended Language/Development
« on: June 22, 2017, 08:02:39 AM »
Hello Neo Ness, drop by https://www.reddit.com/r/roguelikedev/ - we just started a dev-along following a Python tutorial (Python is very easy to pick up for someone who's never programmed), one part a week!

9
Rolling along happily with BLT+Python.

One report:
Quote
The default tile alignment is “center”
(from the wiki page) doesn't seem to be true anymore, at least for the version I have via pip. I was having the tiles offset until I explicitly centered all of them.

10
Is there a way to get FPS when using Bearlib?

(I'm redoing Veins in Python as an exercise and Pygame performance sucks when partially transparent pictures are involved, such as isometric tiles).

Also is there a list of games using bearlib anywhere? So far I only know of unlichtwesen...

11
Announcements / Re: Numenfall 0.4.0
« on: June 15, 2017, 08:55:45 AM »
I'd given up on there being any further updates on Numenfall! I'll have to check this one out and see what's new.

You just echoed my feelings perfectly!

12
Announcements / Re: The Temple of Torment (Now at Stable 14.0)
« on: June 15, 2017, 08:54:41 AM »
Aukustus, I've had the wantings to remake my Veins in Python, what did you use to compile the .exe? That was the part that utterly baffled me a couple months ago when I first attempted it...

13
7DRLs / Re: PokemonRL 7DRLC 2017 Success
« on: April 12, 2017, 11:57:03 AM »
Bug: on Firefox 52 (64-bit), the standard color version doesn't work, I have to switch to LCD.

Nitpick: 1) some cities are just one house, with no hospital. Given that getting to a town/city from the route can be fairly difficult (and beginner Pokes are often very hurt just from one combat), I think a hospital should be granted. (Alternately some sort of a rest mechanic).

2) there seems to be no saving capacity, if I leave the game I have to start anew.

I've been enjoying the game though! Even the old 7drl++ version! :D

14
I'd love to see and test the "updated version" you mentioned. The graphics come out fairly nice even though you said you just took them off Google Image search, somehow you managed to get a coherent style!

15
7DRLs / Re: Zurvivors [7drl 2017] [Success]
« on: March 15, 2017, 09:52:55 AM »
Takes looong to load. Given the size of the individual tiles on screen, the texture sizes definitely could stand to be toned down. Also the rotating tile in lower left corner might be a performance killer on weaker cards.

Apart from loading times I saw no performance issues in a short play, though.

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