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Traditional Roguelikes (Turn Based) / Re: Pixel Dungeon
« on: November 30, 2012, 01:52:52 AM »
If only I had an android

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Because I said I'd come back with some music =]
http://soundcloud.com/heliacal-rising/endless-maze
Basically, it is just a set of rules that decide how a tile changes during the build process. So one cellular automata routine might be, as mosenzov said, flip any floor tile with 7 adjacent floor tiles to be a wall tile. I strongly urge you to play around with it at some point, completely unrelated to a game even. As requerent mentioned, there is a lot to enjoy in that field.
A set of rules and a number of steps (i.e. run the rule on the map 5 times) can create many many different types of dungeons.
To quote the Python website: "Python 3.0, also known as “Python 3000” or “Py3K”, is the first ever intentionally backwards incompatible Python release."
Basically, a lot of the old 2.x libraries haven't switched over to 3.x yet because of the API changes. A ton of old 2.x code doesn't work on 3.x and would be a lot of work to port over.
When 3.x was introduced they replaced or removed parts of the API instead of just deprecating them (like Sun/Oracle does with the Java API), which caused somewhat of a stink.
They're slowly porting stuff over now, I think libtcod is already 3.x-compatible if you do some things.
Another milestone reached. Now the Javascript application downloads the map from server. When downloaded the map it can display it on a canvas. Perhaps the dungeon generation is ugly but it was just something I put together in some minutes to have something to work with for starters.
Maybe I misunderstand, but that doesn't sound like the idea I was suggesting.
What about only drawing a wall tile as lit if the player can see at least one lit floor tile adjacent to that wall tile?