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Announcements => Traditional Roguelikes (Turn Based) => Topic started by: ywgdana on January 25, 2009, 04:32:25 PM

Title: New crashRun page
Post by: ywgdana on January 25, 2009, 04:32:25 PM
In the name of sweet, sweet procrastination, I bought a domain for crashrun, tweaked the existing page and uploaded.

No new release yet, but 0.3.0 is very close.

crashrun.org
Title: Re: New crashRun page
Post by: Scautura on January 25, 2009, 09:46:45 PM
Yay!

I'm looking forward to where you're going - as you're the inspiration for me actually getting a release out (OK, so I'm slightly behind, but I've gone a bit further than I intended with implementing LibTCOD)
Title: Re: New crashRun page
Post by: ywgdana on January 25, 2009, 11:26:58 PM
I saw that there were python bindings for libcotd; how are you finding it? 

It's on my list of things to check out when I start investigating pygame alternatives.
Title: Re: New crashRun page
Post by: Scautura on January 26, 2009, 06:41:34 AM
Apart from the occasional bug (which are easily reported and fixed), it's very nice. It doesn't run correctly on Mac (yet), but it's fine on Win and Lin, and allows for some interesting effects (PyGame could probably manage them as well)

My problem is that because it allows for more screen real estate in a given resolution, I've had to redesign my UI, and rebuild a lot of my IO wrappings. It's getting there, but it's a bit of a slog, especially since it's given me ideas that I've been adding at the same time.