Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: RoguelikeGCS on February 22, 2011, 03:42:56 PM
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Roguelike GCS is a roguelike engine with an editor. It can be used to create random dungeons like in the original Rogue, static adventure worlds like in ZZT, or to do both at once. There will eventually be a built in scripting language for controlling game world objects, and implementing unsupported functionality.
Ver 0.21 Alpha (Feb 22, 2011)
* Editor: rewrite and tidy up
* Editor: updated palette - 16,000+ selectable colours
* Editor: added support for lower minimum resolution (1024 x 600)
* Editor: fixed bug in cleanup code called when deleting a template
* Editor: fixed bug in code for escaping chars 0-31 & 256-1535 in project file output
* Play Engine: item selector now displays the items' glyph
* Play Engine: added behaviour code for portals, movable objects and for moving between boards
* Play Engine: fixed minor oversight in door behaviour code
* Play Engine: fixed null-pointer dereference in object behaviour code
* removed support for 8-bit and 24-bit modes (supports 16-bit, 32-bit)
* Unicode now supported for keyboard input
* various minor changes and fixes
http://www.roguelike-gcs.co.uk/
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Glad to see more progress on this and hope you lot can make many more releases here in 2011, including one for the ARRP. 8)
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Now taking bets for how long it takes until I see a release announcement for a new version of Roguelike GCS and don't immediately think "Roguelike giant cave spider?"!
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Nice progress :)
Much has changed since the last version I tried out.
Good work and keep it up!
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Looks good, brother. I am testing it out, but I have not gotten too far yet. I just need to read the manual better. Impatience and lack of time equals bad results. But later today I think I will have more time to mess around with it.
I did, however, play the test.rog that came with it and I must say this has great potential. So keep up the good work and we look forward to future releases.