Dropbox decided to disable Drakefire Chasm's download link(s) (and to my files in general for too much traffic?). I don't know why exactly but maybe it was the trojan false positive many antivirus software have started detecting in the latest version since last summer that had something to do with it.
Showing posts with label libtcod. Show all posts
Showing posts with label libtcod. Show all posts
May 8, 2016
Drakefire Chasm Downloadable Again
Labels:
7drl,
blog stuff,
dfc,
libtcod,
rogue effect,
roguelikes
Mar 8, 2016
7DRL Day 2: Déjà Vu
It sure is looking much like last year at this point. I would probably be further if I hadn't started rewriting stuff. I also made the will and sanity bars animate like I have in my super secret project but it didn't look as good so that was time wasted. Instead I made them simply lerp between a dark and brighter color.
Mar 6, 2016
Third Time's the Charm (I Hope)
I'm a bit hesitant to make this post given how my attempts at the 7DRL Challenge for the last three years have been seriously lacking in success. I didn't even bother declare the failures for the last two since they really got no where before I gave up.
Mar 10, 2015
7DRL Day 2: No Pawn Intended
Yesterday wasn't too a productive day for the 7DRL. I ran into many issues that severely hampered my progress. I think Visual Studio's compiler may be partly to blame. I think it doesn't tolerate my shenanigans as much as the one in Dev-C++ does. The latter IDE didn't seem to like Win 8, however – it is pretty ancient after all – so I decided to try VS instead.
Jul 27, 2014
Rogue Effect v0.3 Released
I always feel like I've forgotten something I wanted to write on a release post. This time is no exception. But no matter; it probably wasn't anything too important. What is important, is that the new version of Rogue Effect is here. And finally a version one can call a game.
Apr 6, 2014
Oh, right; that 7DRL (and about Rogue Effect as well)
This year's 7DRL Challenge went much like last year's for me, i.e. it resulted in failure (as is probably obvious at this point). I should've written this post weeks ago when the 7DRL was more relevant, but as it doesn't really make an interesting story, I guess I just didn't feel like it.
Mar 10, 2014
7DRL Announcement: AliceRL
To continue with my recent "theme", I'm attempting to make a roguelike version of an EA published game(s) in this year's Seven Day Roguelike Challenge as well. AliceRL (or Alice the Roguelike) will be based on American McGee's Alice and Alice: Madness Returns. Probably more on the former.
Mar 8, 2014
Rogue Effect v0.2 Released
Four months since the initial release and the first level is still the only one Rogue Effect has. I can't say I'm happy with the progress. I have, however, enjoyed the time I have spent creating Mass Effect 3 style menus with libtcod. Quite satisfying.
Nov 8, 2013
Rogue Effect v0.1.0 Released (Happy N7 Day!)
The end of October managed to slip by without a release. The N7 Day was too an appropriate date to miss, however. Thus I decided to put at least something together. (Let's pretend it's still Thursday here.) And so here it is; the first release of Rogue Effect.
Mar 10, 2013
7DRL Announcement: Rogue Effect
This year I will attempt to make a sci-fi themed seven day roguelike. It will be heavily inspired by Mass Effect 3's multiplayer, which I've been playing the past year. The civilizations of the galaxy will call the game... Rogue Effect. (dun dun dunnn)
Apr 13, 2012
Drakefire Chasm v1.1 Released
It's here -- Drakefire Chasm v1.1. And it's more difficult than ever before! No, seriously; the earlier versions had couple bugs that made the game too easy and actually possible to win. I even beat it myself couple times. And now it's all fixed.
Mar 31, 2012
Monthly RL: Vicious Orcs
I decided to try a roguelike that uses libtcod for a change and ended up downloading Jeff Lait's "once again even still yet another" 7DRL, Vicious Orcs, one of the last year's entries.
Labels:
7drl,
libtcod,
monthly rl,
roguelikes,
vicious orcs,
victory
Mar 20, 2012
Drakefire Chasm v1.0.1 Released
I fixed the incorrect vi keys the first release had (h and k were switched around). I also changed 'l'ook to e'x'amine since it was conflicting with the vi move east. (D'oh.)
Mar 19, 2012
Drakefire Chasm Postmortem
Alright, it's time for a full report...
Mar 18, 2012
7DRL 2012 Success: Drakefire Chasm
It's getting pretty hard to keep my eyes open; I've been coding the last 24 hours. So I'll keep this short.
Labels:
7drl,
dfc,
drakefire chasm,
libtcod,
releases,
roguelikes
Mar 11, 2012
7DRL Announcement: Drakefire Chasm
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.
Feb 27, 2012
A Vague Dev Journal Entry
The new project is... progressing. Currently, I have pathfinding zombies in a randomly generated forest map with few items laying on the ground. They can be picked up and get auto-equipped when possible. Otherwise the inventory is not functional yet and that's what I'm currently working on.
Dec 27, 2011
Rings of Valor v1.0.1 Released (Bug Fix)
Andrew Doull gave a good advice on his blog yesterday:"If you're going to release a new version of your game, don't do it just before you go on holiday.". Sadly, he gave it too late, and the past few days a certain bug in RoV 1.0 has been bugging me. But I decided to wait fixing it until I get back home. And instead I read Game of Thrones, the first book of Song of Ice and Fire.
Labels:
bugs,
libtcod,
releases,
rings of valor,
roguelites,
rov
Dec 22, 2011
Rings of Valor v1.0.0 Released
And so it is here -- Rings of Valor 1.0. This is mostly a more balanced and polished version of the previous release. Hopefully no one is too disappointed at the lack of new features.
Dec 4, 2011
Rings of Valor v0.10.0 Released
The final beta release of Rings of Valor is here, and with it the Achievements. There are only 20 of them but how to unlock them is a secret. They're not impossible and all of them should eventually come up when playing the three game modes, though it took few hours for me to unlock them all even with knowing how to.
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