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- 4 KB (736 words) - 14:34, 18 May 2017
- For a real-time roguelike, you wanna limit the speed of the game (frames-per-second or FPS) ...o the window. If your game is turn-based each iteration is a turn; if it's real-time, each one is a frame.13 KB (2,096 words) - 19:14, 28 October 2018
- 555 bytes (68 words) - 19:46, 22 October 2019
- AscentRL is a first-person, 3D roguelike. It is not real-time, but it is also not exactly turn-based. Instead gametime in AscentRL increm2 KB (337 words) - 00:10, 21 March 2013
- Twilight is played in real-time, with each turn lasting 250 milliseconds. Movement and attacking is done w2 KB (297 words) - 03:41, 31 May 2017
- #key = libtcod.console_check_for_keypress() #real-time3 KB (355 words) - 02:45, 4 January 2017
- * turn-based or real-time gameplay2 KB (321 words) - 10:54, 28 October 2013
- * '''[[Roguelike Tutorial, using python3+tdl, extras#Real-time combat|Real-time combat]]''' *: A speed system to change the tutorial's turn-based combat to real-time!9 KB (1,319 words) - 08:13, 30 May 2017
- ...omplete Roguelike Tutorial, using Python3+libtcod, extras#Real-time combat|Real-time combat]]''' *: A speed system to change the tutorial's turn-based combat to real-time!8 KB (1,279 words) - 19:36, 10 June 2018
- 4 KB (683 words) - 17:56, 26 May 2005
- #key = libtcod.console_check_for_keypress() #real-time3 KB (419 words) - 16:28, 16 September 2017
- * Simple real-time system, much like Telengard's (standing idle at the wrong moment may prove2 KB (270 words) - 23:35, 13 May 2016
- 2 KB (332 words) - 10:01, 27 February 2013
- ...Complete Roguelike Tutorial, using Python+libtcod, extras#Real-time combat|Real-time combat]]''' *: A speed system to change the tutorial's turn-based combat to real-time!10 KB (1,483 words) - 01:25, 14 September 2017
- * LEE is real-time, 7DRL version is turn-based4 KB (562 words) - 14:43, 23 November 2016
- #key = libtcod.console_check_for_keypress() #real-time #key = libtcod.console_check_for_keypress() #real-time8 KB (1,058 words) - 19:46, 25 September 2017
- * Semi real-time gameplay3 KB (512 words) - 03:16, 19 September 2010
- ...al keyboard, which can be time-consuming. This is a major disadvantage for real-time roguelikes.4 KB (663 words) - 05:37, 21 September 2011
- ...the extras at the end of the tutorial, we'll discuss how to re-implement a real-time game. ...ime) the code we wrote above would simply not be processed! We switched to real-time rendering by replacing the ''tdl.event.key_wait'' call in ''handle_keys'' w15 KB (2,408 words) - 08:55, 30 May 2017
- 8 KB (1,465 words) - 11:42, 3 June 2015