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Programming / Re: implementing speed in projectiles with libtcod
« on: August 05, 2012, 12:28:22 AM »
A tutorial is 'reinventing'? It's just as much a copy. All it is is a stripped down version of the way the writer creates roguelikes, and afaik, no two coders create roguelikes the same way anyway so this idea of 'reinvention' doesn't have much weight to it. As a beginner, looking at code from existing games without any reference can be overwhelming; a tutorial may help make sense of the code, go through the steps, and once one has that basic understanding then peering at code from existing games will seem more familiar.

The tutorial at roguebasin for using python with libtcod seems decent.

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Programming / Re: implementing speed in projectiles with libtcod
« on: August 04, 2012, 09:06:46 PM »
Quote
If you cannot figure out how to make a @ moving on screen yourself, you should base your work on some game where this already works (popular choices include T-Engine, Angband, Thomas Biskup's Qhack, etc), instead of copying the tutorial.

This just sounds like elitism. You'd have to explain why it would be better to lift code from existing games than a tutorial, or why you couldn't do both.

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