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learn-code-the-hard-way
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raycaster
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A retro style homage to 80s dungeon crawlers hand crafted in C++.
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32 MiB
C++
82.8%
Shell
9.1%
Python
4.9%
Meson
0.9%
GLSL
0.8%
Other
1.6%
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raycaster
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assets
History
Zed A. Shaw
a67d25ee10
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
2 years ago
..
armored_knight_1-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
armored_knight_1-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
ceiling_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
ceiling_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
ceiling_worm-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
cinqueda_1-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
cinqueda_1-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
config.json
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
2 years ago
devices.json
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2 years ago
enemies.json
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2 years ago
evil_eye-sprites.png
Have a barely working animation thing that animates the evil eye when you click a button.
2 years ago
evil_eye_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
evil_eye_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
floor_tile_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
floor_tile_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
items.json
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2 years ago
monster-1.ogg
Playing around with shaders for effects on the scene.
2 years ago
text.otf
Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
2 years ago
tiles.json
Tiles now record their textures and this is loaded from the map then converted to an indexed integer on the fly.
2 years ago
undead_peasant-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
undead_peasant-spritesheet.png
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
2 years ago
wall_simple-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2 years ago
wall_texture_test-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
wall_texture_test-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
wall_with_pillars-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2 years ago
wall_with_vines-256.png
Brought over a bunch of code from the roguelike and now will use it to generate a random map.
2 years ago
wood_barrel_large-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
wood_barrel_large-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago
wood_wall-256.png
Switching back to 256px textures for most things, but the weapon works best as a 512px.
2 years ago
wood_wall-512.png
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
2 years ago