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Topics - getter77

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346
Traditional Roguelikes (Turn Based) / Earl Spork (now at v2.0 ARRP)
« on: September 17, 2012, 06:22:39 PM »
http://squidpony.com/games/computer-games/earl-spork/earl-spork-2-0-released-for-arrp/

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Sliding, bumping, and wiggling!

And that completes the feature adds in the new version of Earl Spork, available here: Earl Spork 2.0.

Hope you all enjoy it, and the rest of the entries for the Annual Roguelike Release Party!

347
Traditional Roguelikes (Turn Based) / Mushroomvania (now at v0.0.1 ARRP)
« on: September 17, 2012, 11:50:50 AM »
http://roguebasin.roguelikedevelopment.org/index.php/Mushroomvania

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Mushroomvania is a 1-hp tile-based roguelike. The long-term goal is a game with simple elements that nonetheless enables emergent complexity. Currently, it's at a very early stage of development, with much more content to come in the future. This is a first-time roguelike project developed using libtcod and is based on Jotaf's Complete Roguelike Tutorial, using python+libtcod.

348
Traditional Roguelikes (Turn Based) / Halls of Mist (now at v1.3.2)
« on: September 16, 2012, 06:01:19 PM »
http://www.mikkolehtinen.net/mist/   WIP
http://angband.oook.cz/forum/showthread.php?t=5727

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Halls of Mist was first released here on oook on September 13. Thanks to the help I received from the folks here, I was able to update to a more polished version 1.2.1 before announcing the game on ARRP 2012 on September 16! The biggest change is that the internal help files are now up-to-date. The download links below have been updated.

Halls of Mist is a successor to my earlier roguelike FayAngband, which was based on Eytan Zweig's EyAngband. If you are interested in the history of FayAngband, you may also want to read the release announcement for version 1.1 which had big changes.

I'm not even trying to make a changes list. It's easier to just treat this a new game.

The game is set in a brand new world, and has had a complete gameplay overhaul.

What hasn't changed from FayAngband are my design goals:

    Halls of Mist should not reward slow playing. Instead, it should reward good tactics, and taking calculated risks.
    Make the gameplay faster. Remove unnecessary tedium.
    Characters should be different from each other. All character classes should have their distinct personality, and all stats should be important for all classes.


Well, maybe with Halls of Mist I have added a fourth design goal to the list:

    The dungeon should feel like a real, mythical place in a fantasy world. Every dungeon level should feel unique and bring different challenges and opportunities to the player.


Eventually www.mikkolehtinen.net/mist will be the game's web page. For now it just holds the old development blog.

My biggest influences when developing Halls of Mist were Andrew Doull's UnAngband, the forgotten classic Kamband, and listening to the Roguelike Radio. (Thanks to the RR I don't have to spend years playing all the classic roguelike games myself! Stealing good ideas has never been this easy.) I've stolen some code and ideas from Angband, Sangband, and NPPAngband. My own code is pretty ugly since I've learned everything I know about C by reading Angband's source code.

v1.2.1

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Changes:

    -Executable named to mist in Makefile.std and Makefile.cyg.
    -If you take the stairs down when you are in the dungeon or if you just started the game, you may (p)lunge three levels.
    -Fixed a bug: (T)unneling command did not work.
    -The shape Ghoul renamed to Icky Thing.
    -Bugfix: you couldn't play a shaman if your race was specialized in frost magic.
    -Changed version number to 1.2.1.
    -Updated the internal help files.
    -Unfortunately the use_old_target bug proved too problematic to fix for the moment. I had changed the targeting interface a lot, and the option doesn't seem to be compatible with my changes. I'm removing the option from 1.2.1 but I hope to bring it back later.


Short version?   Brand new super-variant along the lines of Massive Fundamental Changes a la the last such compatriot, Sil.  Much development still to come, but it looks like a lively dash out of the gate is a likely thing indeed.

349
Traditional Roguelikes (Turn Based) / Drakefire Chasm (now at v1.3.4)
« on: September 16, 2012, 12:04:40 PM »
http://dowhilecompiling.blogspot.fi/p/drakefire-chasm.html

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Drakefire Chasm is a seven day roguelike made in the 7DRL Challenge 2012. It has been updated thereafter with new features.
About

You play as a dragon and try to survive in the hostile environment of Drakefire Chasm. As you progress, you become more powerful, gaining new abilities to defeat your foes.

The game uses sort of a rock-paper-scissors mechanic between the dragon's abilities and the enemy types. The key for success is finding which type of attack is the most effective against each enemy.
Features

    Five playable dragon colors
    A talent tree with passive and active, cooldown-based abilities
    15 different enemies
    12 dungeon levels with varying themes
    Dragon orbs for extra one-use powers
    Colorful animations

     Drakefire Chasm is known for its dragon inhabitants. Over the decades, brave and greedy adventurers have dwindled down the numbers of the scalykind, however. Yet some still remain, and the many caves of the Chasm keep drawing treasure hunters even today.


Drakefire Chasm is a seven day roguelike made in 7DRL Challenge of 2012. You play as a freshly born wyrmling, trying to survive and prosper in the old home of dragons. Eat lesser beings, hoard riches, defeat your foes, and finally become a Great Wyrm, the most terrifying and noblest of creatures.

The game has been updated since the 7DRL release to fix bugs and add new features.

Drakefire Chasm is programmed in C++ under libtcod aka The Doryen library.


v1.3 brings:


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New features:
  * Two new playable dragon types: Black and White
  * Named adventurers
  * Dragon orbs
  * New dungeon level themes

 UI improvements:
  * 'Enter' can now be pressed to skip all (more) prompts at once

 Fixes:
  * Stealth now properly increases attack damage
  * Lava no longer damages twice when entered (red dragons are still immune)
  * You can no longer start a dungeon level in lava
  * Some effects were able to continue onto the next dungeon level
  * Blast Wave was doing 50% more damage than intended
  * Corrected some errors in memory file creation

350
https://github.com/littleglassdiode/irl

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I realized recently that roguelikes are my favorite genre of video games. All the ones I've played are very fun. Also I realized that the only reason I wanted to make Intelligence a sidescroller was that the animations were that way, but that was because of the style of ASCIImator, not a decision of mine. So I realized it was time for me to start making decisions on my own, and now we have...

Intelligence: The Roguelike (irl) is a game based loosely on a series of animations. It will feature many hard-to-implement things one day, but for now it's just an early pre-alpha with an @ walking around a level.


An unusual vantage point to derive from, but time shall tell where this leads now that it is out there...

351
Traditional Roguelikes (Turn Based) / Cosmic Commando (Now at v0.1 ARRP)
« on: September 15, 2012, 08:22:52 PM »
https://bitbucket.org/zasvid/cosmiccommando

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Cosmic Commando is a game in early stage of developement set in a space opera setting. You're a brave cosmic commando who fights forces of bloodthirsty syndicate ruled by mysterious Lady Raven. For now the commando (armed with several different weapons) can walk around a nondescript dungeon and fight some baddies. Features planned for the future include: a nonstandard approach to advancement in the game; optional action mode that adds real time pressure to turn based gaming (think Tetris); character customization; cover-based shooting mechanics.

Any suggestions for the future releases and/or bug reports are welcome! Send them to: zasvid at gee mail dot com.

Always nice to see yet more sci-fi wranglings underway!

352
Care of Feufochmar in the Early Dev board not everybody checks:

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Animonstre is a roguelike in which you fight wild magical beasts with those you have caught. Your main goal is to catch the legendary rainbow peacock at the bottom of the dungeon and to exit the dungeon with it.
The game could be seen as a Pokémon-like played in a roguelike world.

Animonstre is coded in Scheme (guile), using libtcod for the user interface. To use libtcod from scheme, I wrote a guile module wrapping libtcod, guile-tcod. Currently, guile-tcod is an incomplete wrapper for libtcod : only functions related to user interface (colors, console, keyboard, mouse) are available.

See the README provided with Animonstres to know the key bindings.
In Animonstres, currently :
- the dungeon is one-way : on each level, there is only one (up/down)stairs to go to the next level
- the levels are generated upon entrance
- there are 10 different beast species : the legendary peacock and 3 base species (rat, dog, snake) combined with 3 magic colors (fire, thunder, poison).
- the player starts with one (non-legendary) beast randomly choosen
- there is no item to use, you only interact with the wild beasts on the map and those you have caught
- beasts possess abilities (move / spell). When you bump into a wild beast, a default ability dealing damages is used. You have access to the other abilities with the key [z]. The abilities have various effects (descriptions are provided for each abilities).
- the player character uses one beast as the "current beast" taking all damages dealt by wild beasts defining what abilities can be used (in fact, you play as the current beast, not the player character, apart when you try to catch beasts or when the current beast is dead)
- when your current beast is killed, you should switch the current beast unless you want to quickly end the game.
- switching beast is a free action (takes no turn)
- if you want, you can give a name to the beasts you have caught ([%] to show all the beasts you have, then [r] on the beast you want to give a name)
- scores are not recorded into an highscore list and only increase when you catch beasts.

You will find the two projects on gitorious :
http://gitorious.org/animonstres
http://gitorious.org/guile-tcod

Links to the tarballs :
Animonstres v0.1 :
http://gitorious.org/animonstres/animonstres/archive-tarball/v0.1

guile-tcod v0.1 :
http://gitorious.org/guile-tcod/guile-tcod/archive-tarball/v0.1

I only have an x86_64 ArchLinux on my computer and I don't know if guile-tcod (and thus Animonstres) works on other Linux distros or other OS. You may have to compile guile 2.0, libtcod 1.5.1 and guile-tcod to play Animonstres.
For those using ArchLinux, I have put on AUR the PKGBUILDs for guile-tcod and animonstres.

353
Traditional Roguelikes (Turn Based) / RRRSRoguelike (Now at v0.5 ARRP)
« on: September 15, 2012, 01:31:55 AM »
http://rrrsroguelike.codeplex.com/

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RRRSRoguelike is a Roguelike game that has a really simple goal - pickup a sword and kill the monster(s). Of course if you don't pickup the sword you can guess what happens.

RRRSRoguelike is opensource and hosted at codeplex It's written in c# to target the .Net framework and currently only works on Windows. This project is looking for interested individuals to join and contribute in anyway they like.

- Added new creatures
- Added new weapons
- Added traps
- Added building walls and doors
- Added open command
- Added "monster spawner" to stairway after level cleared
- Improved custom data
- Improved menus
- various bug fixes
known bugs:

    old custom content needs to be deleted manually to get new features.

354
Traditional Roguelikes (Turn Based) / UnBrogue (Now at v1.1.2)
« on: September 15, 2012, 01:29:25 AM »
http://roguelikedeveloper.blogspot.com.au/2012/09/lets-get-this-arrpty-started.html

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UnBrogue is a Brogue 'variant' in the tradition of Angband variants, based on Brogue 1.6.4.
Spoiler free changes from Brogue

- Equipped armor now impacts your stealth, with no armor equivalent to a ring of Stealth +3, leather acts like a ring of Stealth +2 and so on, until Plate Armor is almost as bad as a cursed ring of Stealth -1 (which internally has a Stealth penalty of -4).
- Lighter weapons increase the multiplier to stealth attacks as they are enchanted. This typically does not exceed the actual damage output of the x3 multiplier of the heaviest weapons in the same class, although swords are more effective than Warhammers at very high enchantments.
- Made transference a weapon rune instead of a ring, and increased transference percentages for all weapons except axes.
- Lightning has to strike two targets, or it will reflect off walls, counting each reflection as one strike. If it does not hit any targets with the first two rebounds, it will bounce back towards the caster.
- Added staffs of Reflection, Sentries and Summoning, the latter two of which summon discordant monsters of a fixed type.
- Added potions of Winds and Water.
- Added rings of Accuracy, Might, Wizardry, Alchemy and Telepathy.
- Added scrolls of Duplication.
- Combined effects of scrolls of Remove Curse into scrolls of Negation, and removed scrolls of Remove Curse.
- Added Talismans. Talismans change the effect other items have on you while you have the talisman equipped.

355
Traditional Roguelikes (Turn Based) / FTL (Now at v1.02.6)
« on: September 14, 2012, 06:26:32 PM »
http://www.ftlgame.com/?page_id=106


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FAQ

Technical
What are the system requirements?

Operating system: Windows XP/2000/Vista/7, Mac OSX 10.5.8+, or Linux (x86 or x86_64)
Processor: 2 GHz
RAM: 1 GB
Hard drive space: 175 MB
Video: OpenGL 2.0, minimum resolution of 1280×720, dedicated card recommended


Important notes:

    The minimum resolution is a hard set requirement.
    Windows 8 is not officially supported. Graphics cards manufacturers are not supporting many of their cards, causing problems and an inability to update your drivers. It has been known to work though.
    Dedicated graphics cards are more reliable, but it’s been known to work on the Intel HD Integrated cards.



Is there a demo to test it?

We hope to release a demo shortly after release, but currently there is not one.

 
Fixes to common failures:

    Please make sure your drivers are up to date. This is especially important for integrated cards as laptop manufacturers will sometimes be supplying you with out of date / incorrect drivers.

    If you’re using the Steam version and Mac OS X, please make sure your Steam is fully updated (Steam->Check for Updates)

    If you’re using Windows 8, look for the Beta versions for your graphics drivers.


Where can I get technical support fastest?

Posting to https://getsatisfaction.com/ftlgame will be the most effective way to contact us and get help. We’ll be working hard to get back to everyone as quickly as possible but please understand there’s only two of us.

 
Slow framerate or performance issues?

Updating drivers will be the most helpful thing. If you’re still having troubles, try to force vertical sync off for FTL. This can be done in Windows within the NVIDIA Control Panel / ATI Catalyst Control Center / Intel Control Panel. This option isn’t available on Mac OS X (but the game should force it off itself).

 
My Beacon Map is invisible!?

Windows ATI Catalyst Drivers 12.8 seems to cause this problem for a very small percentage of users. Uninstalling and reinstalling the drivers, or rolling back to the previous version, has fixed it for most people.


 
Why is my mouse is floaty and unresponsive?

I’m looking into it, but in the meantime a driver update has fixed it for some people.



General

What is FTL?

FTL is a spaceship simulation roguelike-like. Its aim is to recreate the atmosphere of running a spaceship exploring the galaxy (like Firefly/Star Trek/BSG etc.) In any given episode of those classic shows, the captain is always yelling “Reroute power to shields!” or giving commands to the engineer now that their Warp Core is on fire.  We wanted that experience, as opposed to the “dog fighting in space” that most videogames focus on.  We wanted a game where we had to manage the crew, fix the engines, reroute power to shields, target the enemy life support, and then figure out how to repel the boarders that just transported over!

 
Where can I buy it?

Steam offers Windows and Mac builds: http://store.steampowered.com/app/212680

GOG.com has a DRM free Windows version along with bonus content (some music tracks and concept art).

Our website gives you access to a Windows, Mac OSX , and Linux version, all DRM-free, as well as a Steam key.


 
What does it cost?

It costs $9.99 USD.  That price is worldwide on GOG.com and through our website, but Steam will have the normal conversions of £6.99 / €9.99 / 249 rubles / $7.99 in CIS territories.

 
What is the gameplay like?

The game is split into two major parts: exploration and combat. You explore by travelling instantly with your FTL drive between discrete “Jump Beacons;” every location contains a text-based event that has a variety of choices and outcomes.  Your ship can be upgraded with advanced weaponry and equipment purchased with collected scrap metal, while your crew will improve with experience. Fighting enemy ships involves real-time management of crew, power distribution and weapons. It can be frantic with many problems thrown at you at once, but you can pause the game at any time to give orders to your crew (much like Baldur’s Gate). Check out the video on the front page to see it in action.


That’s too long, what’s a shorter description?

Tom Francis of Gunpoint described it as “Firefly by way of Spelunky.” It has also been compared to Weird Worlds and Battlestations.

 
How is that a roguelike?

We use the term loosely, mostly just as a representation for some of the main thematic elements of the genre. This includes permadeath, randomly generated game worlds, relatively short play sessions (5-90 minutes), and a single-player focus.

 
What keeps me coming back for more space adventures?

There are already over 25,000 lines of text in the events in the game (and we’re still not done). Many events have secret options that can only be unlocked with special equipment, and  most of the events have multiple possible outcomes to keep them fresh. In addition to the events, the huge variety of weapon types and strategies ensures that no game will be the same.

 
Who are the developers?

We are Justin Ma (artist/designer) and Matthew Davis (programmer/designer).  This two person development team is based out of Shanghai, China.

 
Who did the lovely music?

All of the music and sound is done by our talented sound designer across the Pacific, Ben Prunty.

 
Anyone else involved?

After the Kickstarter, we started working with Tom Jubert (a writer of Penumbra fame), who has done a brilliant job fleshing out the multiple alien races in the galaxy.

 
What are your plans for player created content / modding?

It’s something we’d love to have, but will likely be outside of our initial scope. We’re open to considering it post release.

 
Can I help you translate the game into other languages?

We may take you up on that offer in the future, but we’re focused on the English version for now. Localization will be an ambitious project since there are tens of thousands of lines of text in the game.

Fantastic to see this early Roguelike bounty from the Kickstarter craze at last manifesting in full for all!   8)

Best price currently is for $8.99 on GoG on the temp, normal price right at $10 across the board:

http://www.gog.com/en/gamecard/faster_than_light

356
Traditional Roguelikes (Turn Based) / Angband (Now at v4.2.0!)
« on: September 14, 2012, 05:33:36 PM »
http://rephial.org/

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Angband is a free, single-player dungeon exploration game. You play an adventurer: seeking riches, fighting monsters, and preparing for a final battle with Morgoth, the Lord of Darkness.

Angband started life as a game called Moria in the 1980s in a programming language called VMS Pascal, later made the transition to C, as UMoria, and eventually become Angband some twenty years ago in 1994. To be honest, it's amazing that it's still going, and part of that is because there is an active and vibrant community of players and an always-changing set of active variants, or modified versions, many of which play very differently to Angband.

Angband itself is currently maintained by a rather loose-knit development team, who follow on from a long line of maintainers, hackers and other coders. Its code is available either under the GPLv2 or the now-archaic Angband licence, which was written before the idea of open source had gained much currency.



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The Angband Dev-team is pleased to announce the release of 3.4.0 The new version can be downloaded from Rephial. (If you still see 3.3.2, you may need to refresh your browser.) The source can also be downloaded directly from the github release page.

Here are some of the most notable gameplay changes in the new version.

    -A new 64x64 tile set (by Shockbolt)
    -Many new monster pits and nests
    -Fuzzy detection
    -Upgrade to UTF-8
    -Angels have been replaced with Ainu
    -Removal of all weakly cursed items
    -Torches are radius 1 light
    -Changes to how monster summoning is handled
    -Deep descent scrolls now transport a character 5 levels deeper with a delay
    -Various tweaks to prices, monsters, allocation probabilities


A more detailed description of these changes can be accessed from the in-game help menus lib/help/340.txt, or can be viewed at the github repository. The full list of changes, including numerous bugfixes is far too long to include in this post, but can be found in the changes.txt file in the main directory, or can also be viewed at github.

We really hope you enjoy this latest version. While we have done our best to ensure that this version is free of major bugs, sometimes bugs have eluded us in the past. So please post any bugs you find in this thread.

Happy banding from the Angband 3.4 dev-team:

Fantastic to see them finally break through the various technical hurdles that had it so long since the last release---to say nothing of Shockbolt's fine tileset works yet again entering unto the fray.   8)

357
Other Announcements / Sword of Fargoal 2 Kickstarter Campaign (made it!)
« on: September 13, 2012, 10:51:04 PM »
http://www.kickstarter.com/projects/fargoal/sword-of-fargoal-2-classic-dungeon-crawler-adventu

They are aiming for $50K and at long last hitting PC this time, along with several others, instead of just iOS.



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With your help, here’s what Sword of Fargoal 2 will be:

    -Mac/PC/Linux plus iOS versions: Sword of Fargoal 2 in all its glory on multiple platforms.
    -Everything rebuilt from the ground up!
    -Over 100 procedural dungeon levels: Different challenges and rewards every time you play.
    -New character types: Fighter, Ranger, Thief, Magic User, plus male and female versions of both.

    -New combat and ranged weapons, armor, magic, and effects.
    -More goodies: Potions, wands, rods, spells, rings, amulets, traps, treasures, and poisons.
    -Everything new about monsters throughout the dungeon: All new intelligent monster behavior, new monster types, and graphics.
    -New quests and side-explorations: You can explore in brand new ways throughout all-new dungeon levels and types.

    -New interactive dungeon environments: You’ll be able to pick locks, break containers, unlock items, burn items, create chain reaction explosions, ‘tinker’ to make your own traps, and change your environment in other cool ways.
    -New unlockable “Ruins of Fargoal” mode: If you manage to free the Sword and win the game, you will be able to return to the dungeon and see how it has changed. Hint: it will be even more dangerous and unstable, with new riches to be found.
    -New “Action Cards”: Cut scene cards to show you when you’ve achieved different elements of the game. You will have the ability to save, export, and re-watch you adventure like a slide show with music.

    -Plushies (Stretch Goal): What will they be? The Hero? The Sword? Ogre? Werebear? Dire Wolf? Wyvern? It’s up to you.
    -Super Secret Fargoal “Project X” (Stretch Goal): We can’t tell you about this — yet, but if we hit this stretch goal, we’re building a [REDACTED]. All we can say is that the “X” stands for extra-awesome.

Stretch goals if things go amazingly well:

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Over $50K Stretch Goals:

At anything over our $50K base goal, additional funding will give us the ability to hire a second pixel artist for more dungeon tile types; to have Charlie create more “Action Cards” to add to the story-capturing (we currently have 40 “Action Cards” and can continue to add more as we get additional Kickstarter support); add additional new music tracks (we already have more than ten, but we want to add more for greater variety on different dungeon level types).

Over $87K Stretch Goals:

If we fund over the $87K level we are going to create plushies. Yes, plushies! You will vote for whether we should make the Hero? The Orgre? The Werebear? Maybe the Sword of Fargoal itself as a plushie? You will decide!

Plus — for the more serious Fargoal gamer — we will be creating primo deluxe “making of” game book, which will also contain a full-color illustrated version of the Sword of Fargoal legend that inspired the game! We will also be able to add at least two additional quests and/or game modes, including a “Retro” mode in which will emulate the original C64 graphics. By helping us meet our Kickstarter Stretch Goals, you will give us the resources to add even more advanced monster intelligence, additional traps, treasures, potions, rings, wands, rods, weapon types, monsters, foe, etc.

Over $110K Stretch Goal:

Over $110K we will finally be able to afford the resources to create the Android version of the game which we’ve wanted to do for a while.

Over $140K Stretch Goal:

For funding over $140K we have an amazing, knock your chainmail off, super secret Fargoal “Project X” that we can’t even talk about. Yet. (But there’s a hint in the video).

And Beyond?

If we *really* overfund, maybe I can convince Paul to add up to five-player, shared-quest multiplayer!*

*Paul will kill me for leaving this comment in...


$8-15 pledge range gets you the eventual game---$10,000 then, logically of course, gets you an actual Sword of Fargoal, a working C64, and all sorts of other mad benefits.


Really hope this makes it for yet another instance of a classic dev and team making it happen here in the present.   8)

358
Traditional Roguelikes (Turn Based) / AliensRL (now at 0.8.2)
« on: September 08, 2012, 01:31:05 AM »
http://alien.chaosforge.org/
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AliensRL or Aliens, the roguelike is a tactical coffee-break roguelike inspired by the Aliens movie, and Alien Breed: Tower Assault computer game.
Features

    full color display
    point based skill system (no character levels!)
    plenty high-tech weapons
    7 different connected towers to explore
    sound, music and speech
    dark and scary atmosphere
    unique slot-based inventory system
    streamlined interface

359
Programming / libtcod 1.5.1 released
« on: August 30, 2012, 12:29:31 PM »
http://doryen.eptalys.net/

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More than 30 months after the 1.5.0, the stable 1.5.1 is finally available for all official platforms :

    Linux 32 bits
    Linux 64 bits
    Windows / Visual Studio 2010
    Windows / Mingw
    Haiku a3

Grab it on the download page.

The main changes since 1.5.0 :

    new generic event API to handle both keyboard and mouse events
    OpenGL and GLSL renderer (they don’t support all the features of the SDL renderer. See this)
    all major versions of python now work (2.5, 2.6.x, 2.7.x, 3.2.x) on linux32, linux64 and windows. Python still doesn’t work on Haiku.
    support for colored tiles (except for the GLSL renderer)
    experimental support for AsciiPaint files import/export
    [update] : I almost forgot, I get +30% frames per seconds on SDL renderer on 1.5.1 compared to 1.5.0 ^^

I’ll try to get a compiled version for the other platforms as soon as possible :

    libtcod-net (C#)
    MacOSX
    FreeBSD

The future :

    I’ll possibly release a 1.5.2 with bugfixes
    1.6.0 main goal will be the port to Android and a refactoring of the system module

360
Other Announcements / Roguebasin down!?
« on: August 22, 2012, 09:13:33 PM »
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Välkommen till Binero Linux/Litespeed Cluster 01

Denna sida visas för domännamn som inte ännu konfigurerats upp i alla webbservrar i klustret.
Om du nyligen skapat din webbplats i kontrollpanelen så kommer den synas på adressen inom kort


This page is shown for requests to domainnames that have not yet been configured by all of the webservers in the cluster. If you added your website recently it will show up here shortly.



What in the world....

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