YOU_ARE_DEAD, a 1D Roguelike
github.com
YOU_ARE_DEAD, a 1D Roguelike
1–10 of 44 posts
Re: YOU_ARE_DEAD, a 1D Roguelike
#2Re: YOU_ARE_DEAD, a 1D Roguelike
#3First Port: Dvorak Version : https://github.com/cavedweller/YOU_ARE_DEAD
Re: YOU_ARE_DEAD, a 1D Roguelike
#4Take this as the perfect example of how not to document a project.
Re: YOU_ARE_DEAD, a 1D Roguelike
#5EDIT: I've now figured out how to do it. Thinking I'd found all of the special rules I read through the source. There are some real gems in there :).
EDIT2: Huh, it looks like I was overthinking the level-advancing. There is no code for the problem I thought I was solving; I must have imagined it.
Re: YOU_ARE_DEAD, a 1D Roguelike
#6Re: YOU_ARE_DEAD, a 1D Roguelike
#7My only objection is that it is unfairly hard for people with wide screens. I've made a narrower terminal because I got annoyed with having to play such a long level in order to make attempts at advancing the level (I've done it once by accident but not sure what I did). EDIT: I've now figured out how to do it. Thinking I'd found all of the special rules I read through the source. There are some real gems in there :)…
Re: YOU_ARE_DEAD, a 1D Roguelike
#8Re: YOU_ARE_DEAD, a 1D Roguelike
#9Re: YOU_ARE_DEAD, a 1D Roguelike
#10In OS X (well, Snow Leopard at least), YOU_ARE_DEAD throws an error because `seq` doesn't exist in OS X and brew doesn't have it. This script does the trick: http://www.askdavetaylor.com/step_through_count_numeric_valu...