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  • ...cause it is no longer like rogue. If you're interested in progress, please check the [http://iceyboard.no-ip.org/projects/saffron/ Saffron] site.
    233 bytes (34 words) - 23:30, 26 December 2012
  • First of all, check the distance between the player and the target. If it's So, now you must check whether the rooms are connected with any doorways. If not,
    5 KB (745 words) - 06:46, 22 March 2009
  • The spell will check every item that the caster owns and tell the caster as to whether they are
    230 bytes (39 words) - 22:04, 24 December 2012
  • * check whether movement is legal * check items/objects/monsters around monster
    6 KB (1,121 words) - 15:29, 22 October 2011
  • to the next. It is sufficient to check against collisions // there won\'t be any need for extra code to check
    6 KB (979 words) - 06:48, 22 March 2009
  • ...k at the big block above and try to figure out which boundaries we have to check for, and on which side of the game window they are. ...ompare the code of the CharKey object with the code of the key you want to check for. In this case, we want to know whether dir is the key Q, and therefore
    5 KB (899 words) - 00:50, 11 October 2012
  • ...ody in the community can do better than i did. Download the PC version and check out the README for a how-to... So watch this space... or check it out here: '''http://www.hypnotic-games.com/games/dungeon-run'''
    2 KB (402 words) - 14:59, 8 July 2014
  • ...sity back in 2000. One of the more web-savvy members of staff did a Google check on TB's name, and came in looking rather dazed the next day after finding 3
    998 bytes (166 words) - 16:11, 26 August 2011
  • == To Check Out! ==
    3 KB (489 words) - 15:26, 12 March 2019
  • /* Check for an obstruction. If the obstruction can be "moved /* Check for an obstruction. If the obstruction can be "moved
    3 KB (421 words) - 15:04, 26 October 2012
  • You can check out the game [http://archiotech.wikidot.com/dimensiondungeon here].
    659 bytes (84 words) - 08:21, 7 September 2009
  • ..., though - we can find the convex hulls of each set in O(N) time, and then check this condition at every integral x coordinate from 1 to n. ...us. Instead of simply checking if we can see the destination, why don't we check if we can see the intermediate segments (or at least, their intersections w
    8 KB (1,446 words) - 06:46, 22 March 2009
  • ...ght, and the two tiles are within the sight radius of one another, you may check using a conventional LOS algorithm if you need perfection. ...each other. Each tile has a "sight mask" or bitfield that is used for this check. Most of this article is about how to find suitable values for the sight m
    6 KB (1,102 words) - 07:53, 23 October 2011
  • ...one with the most 'unfinished' tiles) but still a great game people should check out.
    1 KB (175 words) - 11:36, 13 January 2015
  • * Q: Check left gauges * E: Check right gauges
    3 KB (380 words) - 15:14, 13 November 2015
  • Each individual item at your feet at the moment of check counts as one point. Objects in your inventory count double. * Carried 3 optimized rad grenades - 6 points per check.
    8 KB (1,358 words) - 09:58, 14 February 2013
  • The source code is available under the [[BSD license]]. Check the [http://roguecentral.org/doryen/games/arena/ Doryen arena homepage] for
    1 KB (152 words) - 12:19, 19 July 2016
  • ...st rays from 4 corners of the starting cell to 4 corners of every cell and check intersections. It would be extremely slow and we would have to find a prope The ray is blocked if it intersects anything on the way, but we must not check the starting and ending corners. Stopping if the end corner blocks LOS woul
    11 KB (1,272 words) - 21:55, 29 August 2011
  • Check twitter.com/orangepixel, or for the personal/technical account: twitter.co
    942 bytes (130 words) - 15:06, 8 November 2015
  • ...ons below. Development is active and new features are being added rapidly. Check in often for updates! If you'd like to play Rotten Soup, I occassionally pu
    1 KB (156 words) - 05:48, 20 November 2017
  • // Check for light hitting this cell. // Show the lit cell, check if blocking.
    4 KB (644 words) - 23:45, 6 November 2012
  • Check [http://powerwyrm.monsite-orange.fr my website] for up to date information
    1 KB (193 words) - 22:27, 19 May 2017
  • Check if a random number out of 100 is smaller than or equal to roughness. If it Check if a random number out of 100 is smaller than or equal to windyness. If it
    8 KB (980 words) - 15:42, 22 October 2011
  • and OpenGL. (If you want to know more check www.nukesoftware.dk) // Check if time to got to lunch.
    4 KB (704 words) - 12:29, 12 September 2006
  • ...character is customizable down to both the colors (RGB format) and symbol. Check player.lua for details. To get to player.lua. rename the .love to a .zip an
    2 KB (261 words) - 02:08, 3 March 2014
  • ...n. Also, the game aims to keep the randomness/luck aspect of roguelikes in check. There are no unidentified items or floor traps and combat damage is fixed
    1 KB (195 words) - 19:12, 25 July 2020
  • ...mouse driven interface. It is in a very early alpha stage of development. Check out the website at [http://www.descensionthegame.com descensionthegame.com]
    1 KB (218 words) - 00:19, 12 August 2011
  • IN DEVELOPMENT!! This will be updated.. or check the blog, there will be screenshots posted whenever there's anything to loo
    2 KB (290 words) - 14:42, 23 November 2016
  • Be aware, I sometimes forget to check that address for long periods of time.
    2 KB (250 words) - 17:01, 2 November 2018
  • [http://poznan.jakdojade.pl/?locale=en| Easy transport planner] - Check bottom right of the page for mobile apps. go through one of those cities. You can check the available routes at
    8 KB (1,149 words) - 12:42, 18 June 2013
  • ...e presentation of the area that surrounds the player character, require to check the visibility of an object from a given point on the map. For example, it There are basically two ways to achieve this; by using [[Line of Sight]] to check all the map squares in range, which is a slow method as it repeats most of
    3 KB (461 words) - 08:48, 11 October 2023
  • * Please try to check your email daily
    2 KB (266 words) - 13:22, 18 May 2009
  • ...search of stones, so I can find the next mixed up creature and say, "Dude, check out how many stones I have", and he would like totally worship me.
    2 KB (356 words) - 03:19, 23 July 2008
  • ' check if the tile can be used ' check it's within the grid
    27 KB (1,561 words) - 19:55, 27 February 2015
  • // SDL_ttf has a few modes you can draw with, check its documentation.
    2 KB (253 words) - 15:02, 26 October 2012
  • check my inventory for the cursed grilled cheese sandwich:
    2 KB (324 words) - 08:21, 14 October 2012
  • check out "ghoul.lua" Hope this helps someone! Check out my game Ascii Wilderness, which is open source LUA.
    10 KB (1,504 words) - 01:22, 29 June 2018
  • ...''' '<' ''' key (or ''' '>' ''' key if you prefer). It's easy to add this check at the end of ''handle_keys'': Now, we need to regularly check if the player has leveled up. I want it to become more difficult every time
    14 KB (2,315 words) - 01:35, 7 May 2018
  • ...e same size as the screen; the destination coordinates are (0, 0) as well. Check the documentation on [https://pythonhosted.org/tdl/tdl.Console-class.html t ...ng, as we'll introduce our first dummy NPC among other things. Remember to check back the above documentation page when you get to coding your GUI.
    14 KB (2,312 words) - 09:31, 4 December 2018
  • ...''' '<' ''' key (or ''' '>' ''' key if you prefer). It's easy to add this check at the end of ''handle_keys'': Now, we need to regularly check if the player has leveled up. I want it to become more difficult every time
    15 KB (2,377 words) - 02:42, 23 September 2016
  • ...e same size as the screen; the destination coordinates are (0, 0) as well. Check the documentation on [https://pythonhosted.org/tdl/tdl.Console-class.html t ...ng, as we'll introduce our first dummy NPC among other things. Remember to check back the above documentation page when you get to coding your GUI.
    14 KB (2,334 words) - 19:22, 8 December 2017
  • ...e same size as the screen; the destination coordinates are (0, 0) as well. Check the documentation on [http://roguecentral.org/doryen/data/libtcod/doc/1.5.1 ...ng, as we'll introduce our first dummy NPC among other things. Remember to check back the above documentation page when you get to coding your GUI.
    14 KB (2,356 words) - 18:13, 19 February 2019
  • ...at least OpenGL 2 capable (with decent drivers) for WebGL to work. You can check supported browsers and other notes in [http://www.khronos.org/webgl/wiki/Ge
    3 KB (318 words) - 14:08, 22 February 2012
  • ...e same size as the screen; the destination coordinates are (0, 0) as well. Check the documentation on [http://roguecentral.org/doryen/data/libtcod/doc/1.5.1 ...ng, as we'll introduce our first dummy NPC among other things. Remember to check back the above documentation page when you get to coding your GUI.
    14 KB (2,418 words) - 15:16, 14 September 2017
  • Want to use a <code>PREVIEW</code>? Check [https://github.com/Hexworks/zircon/wiki/Release-process-and-versioning-sch * If you want to work with external files like tilesets or REXPaint files check the same package (<code>org.hexworks.zircon.api</code>), and look for class
    28 KB (3,972 words) - 11:13, 14 October 2018
  • The controls are a bit abnormal, so check out the help file.
    1 KB (150 words) - 11:57, 17 May 2011
  • ...of your algorithm. There is several desired behaviors. If you haven't yet, check out [[Comparative_study_of_field_of_view_algorithms_for_2D_grid_based_world // TODO: check map bounds if required
    7 KB (1,147 words) - 04:41, 27 April 2017
  • ...lan. Fucking street docs. Now you're on the run, in debt, and in need of a check up.
    2 KB (400 words) - 00:14, 10 January 2021
  • heuristic function, we don't have to check if a pushed square already exists in
    4 KB (511 words) - 12:22, 12 September 2006
  • * It is easy to check by hand whether there is a digital line connecting two points.
    2 KB (339 words) - 19:22, 3 January 2012
  • ...cture and decisions taken please read the ARL README doc in the archive or check the website:www.arkhammanor.com/rpgbase/RLdb.html Please read the ARL README or check the website for more details regarding this section.
    8 KB (1,302 words) - 21:01, 25 May 2019
  • You may check the main features of Pro-D through the following links: [http://graylakestu * Check the web demos: [http://graylakestudios.com/graylakestudios/graylake_redirec
    7 KB (1,022 words) - 11:02, 13 January 2015
  • // check if there's enough space for the corridor // Check if there's enough space left for it
    19 KB (1,806 words) - 09:02, 2 June 2016
  • // check if there's enough space for the corridor // Check if there's enough space left for it
    22 KB (2,002 words) - 17:32, 25 July 2014
  • ...on is true. It is best to use something that is usually true here. If this check is passed equipped statement is executed. Statements may modify final damag
    2 KB (366 words) - 02:45, 3 March 2014
  • * Fuse both maps: Check both map arrays. If the first map's square is "wall", and the second map's
    4 KB (623 words) - 01:30, 5 April 2012
  • #now check for any blocking objects After the call to ''handle_keys'' in the main loop, we can check for the special string 'exit' to exit the game. Later we'll do other stuff
    13 KB (2,014 words) - 01:33, 7 May 2018
  • if (num >= den) then -- // Check if numerator >= denominator
    3 KB (498 words) - 10:41, 25 October 2012
  • #now check for any blocking objects After the call to ''handle_keys'' in the main loop, we can check for the special string 'exit' to exit the game. Later we'll do other stuff
    13 KB (2,079 words) - 02:40, 23 September 2016
  • //check if it's within the lightable area and light if needed
    4 KB (461 words) - 05:34, 6 August 2013
  • #now check for any blocking objects After the call to ''handle_keys'' in the main loop, we can check for the special string 'exit' to exit the game. Later we'll do other stuff
    13 KB (2,159 words) - 15:10, 26 December 2017
  • **modifier to skill check
    2 KB (276 words) - 07:13, 24 May 2011
  • Check out the online demo at: https://slashie.net/jsrl
    2 KB (277 words) - 21:27, 26 November 2022
  • ...wrong is the most likely cause. libtcod will now (as of 1.6.2 and above) check they are compatible, and tell you if they are not. ===== Check if libtcod works =====
    20 KB (3,221 words) - 15:15, 14 September 2017
  • ...e planets hoping to gain the secret. At first coordinates of two places to check out are available.
    3 KB (414 words) - 15:33, 23 November 2016
  • * Randomly generated and infinite environment (Check)
    2 KB (333 words) - 13:07, 3 March 2014
  • ...ers on the server are competing for possession of one single unique item. (Check out the homepage for a better description.)
    3 KB (401 words) - 15:20, 22 February 2015
  • ...more than one item in the same slot. Fair enough! Let's make a function to check if any item occupies a slot, and return it while we're at it: That's it. You can check the equipment's state in the inventory screen, and it changes correctly as
    15 KB (2,382 words) - 01:37, 7 May 2018
  • A bit of mirroring could save time, just check to see if the tokenized version exists. template_string , the base template that will check on the grid
    19 KB (1,987 words) - 10:18, 4 December 2018
  • ...id Sage Games. See the [http://www.gridsagegames.com/cogmind/ website], or check out the other RogueBasin page: [[Cogmind]].'''''
    3 KB (438 words) - 08:53, 19 May 2015
  • ...more than one item in the same slot. Fair enough! Let's make a function to check if any item occupies a slot, and return it while we're at it: That's it. You can check the equipment's state in the inventory screen, and it changes correctly as
    15 KB (2,444 words) - 02:43, 23 September 2016
  • If you haven't seen it in action yet, check out the [https://bitbucket.org/libtcod/libtcod/wiki/Features features] and Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modification
    8 KB (1,279 words) - 19:36, 10 June 2018
  • # - x : the x coordinate to check. # - y : the y coordinate to check.
    58 KB (5,786 words) - 05:15, 22 August 2012
  • should follow. We check the 8 cells around the bug, starting with the check if the cells around the bug are visible from the monster's
    10 KB (1,688 words) - 09:09, 23 October 2013
  • ...not need to be displayed as a message, so that the player doesn't have to check the top of the screen after each attack. An attack would display a '*' on
    4 KB (690 words) - 17:51, 20 March 2012
  • If you haven't seen it in action yet, check out the [https://bitbucket.org/libtcod/libtcod/wiki/Features features] and Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modification
    10 KB (1,483 words) - 01:25, 14 September 2017
  • * Convert, and check, remaining *.txt files to Unicode.
    4 KB (689 words) - 10:26, 27 June 2009
  • # Check quadrants: NE, SE, SW, NW # Check a quadrant of the FOV field for visible tiles
    8 KB (1,232 words) - 19:03, 21 March 2009
  • mark in the actor's data that it's eating, check for interrupts,
    4 KB (663 words) - 16:28, 22 October 2011
  • ...dungeon layout, maps, and so on. Few mods available for in-game download. Check github for info & examples
    3 KB (456 words) - 22:16, 5 April 2018
  • ...number that indicates which ratio value was used. Now, the order that you check the AI:
    5 KB (850 words) - 17:43, 12 September 2006
  • ...-equipped when picked up and cannot be un-equipped or dropped. There is no check to see if an equipment slot is filled, so the player can wear 14 pairs of g
    4 KB (579 words) - 11:40, 3 June 2015
  • ...ood. Your god may like to receive or demand regular sacrifices. You should check what kind of sacrifices are pleasing, because an error will almost surely s
    4 KB (726 words) - 16:51, 6 June 2013
  • # Check for death # Check tile
    47 KB (6,407 words) - 18:31, 15 May 2019
  • * Still blocked for other reasons? Check out the [[Complete_Roguelike_Tutorial,_using_Python3+libtcod, _problems|pro There are functions to check for pressed keys. When that happens, just change the coordinates accordingl
    14 KB (2,259 words) - 01:31, 30 March 2018
  • AND CHECK US OUT ON FACEBOOK: <br> https://www.facebook.com/crossfireproject/
    5 KB (750 words) - 17:10, 21 October 2020
  • ...e what their weight (probability) in relation to the other list items are. Check the ZombieList.xml, WeaponList.xml and 1.txt to see how to use them. <br>
    4 KB (588 words) - 09:44, 9 August 2012
  • ...minion to your location, F - shoot missile weapon / throw offhand weapon. Check the actions list in the menu for a reminder.
    4 KB (646 words) - 07:34, 26 February 2019
  • ...ected) but with a slightly chaotic look. For a better corridor connection, check the libtcod C++ samples in the libtcod/samples/ directory. ...re important, we avoid rooms reaching the map border. This way, no need to check if the player goes out of the map in the walking code because there will al
    9 KB (1,446 words) - 06:27, 20 July 2022
  • ...he other items. Once the menu is rendered, we flush it to the screen, then check for keypress : // check key presses
    9 KB (1,401 words) - 19:15, 18 September 2022
  • can check for and handle. check every value in it for "sanity" and take appropriate
    20 KB (3,362 words) - 05:41, 25 July 2018
  • Check out time is 12:00 noon and the rooms cost 58 Swiss Francs per night (that's
    3 KB (405 words) - 12:42, 5 April 2010
  • #Then check if there is space """Check corridor endpoint and make an exit if it links to another room"""
    21 KB (2,764 words) - 14:19, 20 March 2014
  • Save it as tuto.sublime-build, for example. Then check than tuto is selected in Tools/Build Systems. And hit ctrl+b to build. You Check "Capture program output window" and "hide output window"
    7 KB (1,099 words) - 08:02, 20 July 2022
  • ...es the header to have a height of 1. To make that line go away, we need to check that condition in the ''menu'' function, between the lines ''header_height ...player may want to switch to fullscreen in the main menu. However, we only check that key during the game. It's fairly easy to copy that code to the ''menu'
    19 KB (2,965 words) - 07:53, 30 May 2017
  • We now have a line width we wish to use. Just make a final check We have decided how long this line should be. Check that we have
    7 KB (1,086 words) - 18:13, 13 November 2014
  • ...reports its height as 1 by default. To make that line go away, we need to check that condition in the ''menu'' function, between the lines ''header_height ...player may want to switch to fullscreen in the main menu. However, we only check that key during the game. It's fairly easy to copy that code to the ''menu'
    19 KB (3,069 words) - 01:34, 7 May 2018
  • ...e in the player's FOV. In the ''GameObject'' 's ''draw'' method, add a FOV check before drawing:
    8 KB (1,200 words) - 04:27, 9 September 2017
  • ...rt of a standard called the XOPEN standard, and preprocessing conditionals check this symbol to see whether your program expects to use that standard. If th
    6 KB (979 words) - 23:12, 31 May 2013
  • ...9: Spells and ranged combat], then you've already seen the code needed to check the mouse position and button presses. We're going to make a tiny change to ...ion in a loop of its own, so that we can continuously update the mouse and check for input. Only when the player makes a selection will we break out of it a
    35 KB (5,696 words) - 19:45, 23 January 2018
  • ...9: Spells and ranged combat], then you've already seen the code needed to check the mouse position and button presses. We're going to make a tiny change to ...ion in a loop of its own, so that we can continuously update the mouse and check for input. Only when the player makes a selection will we break out of it a
    35 KB (5,696 words) - 21:19, 9 May 2018
  • ...reports its height as 1 by default. To make that line go away, we need to check that condition in the ''menu'' function, between the lines ''header_height ...player may want to switch to fullscreen in the main menu. However, we only check that key during the game. It's fairly easy to copy that code to the ''menu'
    20 KB (3,131 words) - 02:42, 23 September 2016
  • /* check to see if we are at the player's position */
    7 KB (1,157 words) - 21:19, 15 December 2014
  • inventory the method returns a priority of HIGH, otherwise it continues to check You could expand this and check for better equipment in the inventory than the
    20 KB (3,404 words) - 06:56, 13 September 2006
  • Note: MnemonicRL is alive again! Check the website for daily updates.
    3 KB (518 words) - 02:58, 28 May 2010
  • ...wrong is the most likely cause. libtcod will now (as of 1.6.2 and above) check they are compatible, and tell you if they are not.
    7 KB (1,062 words) - 07:59, 4 December 2018
  • ...ing battles on the road, and becoming stronger to fight stronger monsters. Check this nicely worded article for more info on Epic Quests.
    5 KB (820 words) - 20:58, 11 March 2019
  • ...l.blogspot.com development blog] for status updates/screenshots/videos, or check the [http://xcomrl.blogspot.com/p/f-q.html FAQ], [http://xcomrl.blogspot.co
    5 KB (681 words) - 03:12, 31 May 2017
  • // Move along the path (f_patrol) until and each step check the
    7 KB (1,002 words) - 07:03, 13 September 2006
  • The original algorithm does not check for out-of-bounds errors. The implementation below corrects that by adding
    7 KB (819 words) - 12:07, 20 October 2023
  • ...d status to the "availableDoors" table. Then, a series of "if" statements check for the number of elements in the table. If there are none, the function s ...o see if the player is standing on the appropriate staircase, as well as a check to ensure the player stays between levels 1 and 20. If so, it updates the
    23 KB (3,813 words) - 15:02, 26 October 2012
  • ...Luton and Stanstead are also options. Those hunting a bargain may wish to check Birmingham Airport paired with a cheap 90 minute train ride to London Eusto ''Post your own info here and check back for updates.''
    10 KB (1,643 words) - 19:24, 25 November 2023
  • For dissemination and links to slides and talks check out the [http://www.roguelikeradio.com/2016/12/episode-131-international-ro * Check the roaming and mobile internet option for Bulgaria with your mobile operat
    18 KB (2,699 words) - 00:38, 18 January 2017
  • ...ey're in the player's FOV. In the ''Object'' 's ''draw'' method, add a FOV check before drawing:
    9 KB (1,440 words) - 01:28, 7 May 2018
  • To hit is a check of your WC against target AC, with modifiers for the calculation modified by strength. This is a straight intelligence check -
    15 KB (2,532 words) - 01:42, 30 December 2012
  • ...e an online translator, but if you know the rules yourself, you can double check the results. ...at the beginning of the sentence (unlike I in English). Remember, when you check your translation with a translator, you will find exceptions. Don't worry a
    12 KB (1,978 words) - 22:23, 27 July 2015
  • ...nto a set of cells, rooms can be placed into the space without the need to check whether each room overlaps another room, or falls outside of the dungeon sp
    8 KB (1,077 words) - 15:38, 22 October 2011
  • ...ey're in the player's FOV. In the ''Object'' 's ''draw'' method, add a FOV check before drawing:
    9 KB (1,502 words) - 02:39, 23 September 2016
  • ...a monster on the walls, it wouldn't get created due to the ''is_blocked'' check, so there were less monsters on average -- now the game got a little harder First, check if there are more options than allowed. Since the ''menu'' function is supp
    19 KB (3,192 words) - 23:52, 16 October 2017
  • ...a monster on the walls, it wouldn't get created due to the ''is_blocked'' check, so there were less monsters on average -- now the game got a little harder First, check if there are more options than allowed. Since the ''menu'' function is supp
    20 KB (3,198 words) - 01:32, 7 May 2018
  • ...skillsoft: Besides increasing spot skill it can be applied to make a spot check at the current place. Uses one non-replaceable charge.
    5 KB (834 words) - 12:32, 8 December 2015
  • ...a monster on the walls, it wouldn't get created due to the ''is_blocked'' check, so there were less monsters on average -- now the game got a little harder First, check if there are more options than allowed. Since the ''menu'' function is supp
    20 KB (3,260 words) - 02:41, 23 September 2016
  • * Check out [http://www.gamesofgrey.com/blog/?p=157 this article] by [[User:Darren_
    4 KB (689 words) - 19:25, 19 February 2024
  • #now check for any blocking objects #check for death. if there's a death function, call it
    29 KB (3,908 words) - 08:57, 30 May 2017
  • # If the key code '''is''' present, we need to check whether the PC can move in that direction
    7 KB (1,062 words) - 20:33, 17 June 2017
  • advisable to add another radius check to make sure you only 'see' the required
    10 KB (1,668 words) - 06:44, 22 March 2009
  • - can, each turn, simply check each cell adjacent to them, and step to any that has the lowest value.
    7 KB (1,266 words) - 16:22, 24 May 2017
  • #now check for any blocking objects #check for death. if there's a death function, call it
    31 KB (4,180 words) - 02:54, 23 September 2016
  • ...anged Ogres to make them more useful allies and more interesting to fight. Check the description once you find one to see the changes.
    6 KB (977 words) - 10:31, 13 July 2014
  • ...TomeNET 3.x into the MAngband code: races, classes, monsters, objects... (check the whole story here: http://www.mangband.org/forum/viewtopic.php?f=9&t=102
    4 KB (658 words) - 18:11, 20 September 2023
  • This might be a good time to check out the [https://ondras.github.io/rot.js/manual/ rot.js manual], which cont
    6 KB (868 words) - 02:33, 23 January 2024
  • ...https://wizardsofthecode.itch.io/soulash/devlog/90975/soulash-v026-version-check released]
    15 KB (1,838 words) - 22:35, 13 April 2020
  • #check for death. if there's a death function, call it #now check for any blocking objects
    23 KB (3,216 words) - 00:00, 17 October 2017
  • #check for death. if there's a death function, call it #now check for any blocking objects
    18 KB (2,524 words) - 08:57, 30 May 2017
  • ...allow this (in which case LOS == projectile path is trivial) and some will check a path of squares in a given order which are either guaranteed to absorb th A second point-to-diamond "tile visibility" check could be made to add extra visibility for wall tiles, but this would break
    24 KB (3,480 words) - 22:19, 12 June 2014
  • slower as it has to check twice the tiles. .find_point(). If you merely need to see if a tile is open please check
    44 KB (5,523 words) - 07:33, 4 December 2018
  • ...a C89 compiler that implements Amendament I for unicode wchar_t support. (Check to see if you have wchar.h in your include directory.) It was developed on
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  • ...C0; background-color: #F0F0F0"><syntaxhighlight lang="python"> #check for death. if there's a death function, call it ...our game, [[Roguelike Tutorial, using Python3+tld, extras#Real-time_combat|check out this Extra]] on real-time combat.
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  • First we check that the wearer is destructible (thus can be healed). Then we try to heal i ...out of the 'a'-'z' range, the index will not be correct so we add another check :
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • ...C0; background-color: #F0F0F0"><syntaxhighlight lang="python"> #check for death. if there's a death function, call it ...Complete Roguelike Tutorial, using Python+libtcod, extras#Real-time_combat|check out this Extra]] on real-time combat.
    21 KB (3,290 words) - 01:32, 7 May 2018
  • #check for death. if there's a death function, call it #now check for any blocking objects
    20 KB (2,734 words) - 02:54, 23 September 2016
  • ...C0; background-color: #F0F0F0"><syntaxhighlight lang="python"> #check for death. if there's a death function, call it ...Complete Roguelike Tutorial, using Python+libtcod, extras#Real-time_combat|check out this Extra]] on real-time combat.
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  • ...e player is on the stair, he can push '>' to go down to the next level. We check this in PlayerAi::handleActionKey : ...s seems not to work anymore as lastKey.c is always lowercase. In that case check lastKey.shift.
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  • ...ip.org Visit the official site] for complete information and downloads. Or check out the code repository and bug tracker at [https://github.com/i7/kerkerkru
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  • Also check comp.lang.lisp Usenet newsgroup, which is frequented by the most skilled us
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  • Some stuff that is entirely optional and didn't make it in; check this out if you finished the tutorial and are looking for some modification
    9 KB (1,319 words) - 08:13, 30 May 2017
  • ...he dirty tricks behind C variadic functions, but if you want to know more, check [http://linux.die.net/man/3/va_end the man page]. Before writing a new line in the log, we check that there is some room. If there isn't, we remove the oldest message :
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  • ...es, then whenever a bump moves a line or a new view is created, we need to check to see whether the two lines are actually the same line originating from on
    10 KB (1,674 words) - 21:10, 9 January 2021
  • ...gives us the point in the line where the corresponding parts end. Then we check if the random number (point) happens to be inside that zone. That's all the
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  • #check for death. if there's a death function, call it #now check for any blocking objects
    30 KB (4,111 words) - 08:06, 30 May 2017
  • ...gives us the point in the line where the corresponding parts end. Then we check if the random number (point) happens to be inside that zone. That's all the
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  • #check for death. if there's a death function, call it #now check for any blocking objects
    32 KB (4,449 words) - 13:15, 31 May 2017
  • ...n the range will be a candidate. So let's iterate over the actors list and check alive monsters : Now let's check if the guy is within range and closer than what we found so far.
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  • we check to see whether it is a potential corner or an intersection
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • ...ce" lies within those few lines. We get the cell's current scent value and check that it's not too old/far :
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  • How to report a crash: Check 'kernel.log' in the game directory for any error information.
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  • cell Pi in F0, we calculate the field of view Fi from the position Pi and check that P0 is inside Fi. If not, we increase an * the resulting ranking is rather arbitrary. You should carefully check every algorithm features to see if it can fit your game.
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  • #now check for any blocking objects
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  • There are functions to check for pressed keys. When that happens, just change the coordinates accordingl
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  • #now check for any blocking objects
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • * skill checks (printed to log) including armor check penalty & racial or feat bonuses; opposed checks
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • ...To be honest this game is updated tons, sometimes multiple times per week. Check the latest version and changelog either on the subreddit or in the steam st
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  • //Check if there's enough space left for it //check if we've reached our quota
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  • When a cell is processed, it needs to check whether the angles in question are within the bounds of the blocked angle r
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  • Alright, we can see that the ''Rect'' class needs a method to check for intersections, so that no two rooms can overlap. We'll also create a me
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • Now type 'make' in your terminal and check that it actually builds the game. Now open one of the cpp files and save it
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  • Alright, we can see that the ''Rect'' class needs a method to check for intersections, so that no two rooms can overlap. We'll also create a me
    15 KB (2,471 words) - 20:01, 25 September 2017
  • tests allowing action-displacers to check on the status and location
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  • Alright, we can see that the ''Rect'' class needs a method to check for intersections, so that no two rooms can overlap. We'll also create a me
    16 KB (2,557 words) - 15:16, 14 September 2017
  • So what we've done here is: check the type of the event and deliver it to whatever method we're going to crea ...o details here: it process an event and set its state accordingly. We can check for simple mods (e.g. ''kb_state.shift'') or locks (e.g. ''kb_state.caps'')
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  • ...oint outside the flood filled portion gets turned back into a wall. I then check to see if the flood filled portion of the map is more than some threshold p
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  • be to check for the item in code; as in "IF weapon = singing sword THEN
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  • The check for new connections is done by a table lookup, after encoding
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  • We'll create a very simple program, just to check that we can compile and run. Let's create a src/main.cpp file :
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  • # check for death. if there's a death function, call it # now check for any blocking objects
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  • #check for death. if there's a death function, call it #now check for any blocking objects
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  • //do a check here to see if the processed pixel was at a minimum in x or y, or a maximum
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  • // STEP 2 - check for blocker
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  • game to a file and just check it.
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  • ...more than the maximum range, any monster farther away is rejected. We also check that it's in FOV, so the player can't cast a spell through walls.
    20 KB (3,072 words) - 11:06, 8 December 2018
  • ...more than the maximum range, any monster farther away is rejected. We also check that it's in FOV, so the player can't cast a spell through walls.
    20 KB (3,128 words) - 01:34, 7 May 2018
  • ...more than the maximum range, any monster farther away is rejected. We also check that it's in FOV, so the player can't cast a spell through walls.
    20 KB (3,190 words) - 02:41, 23 September 2016
  • So they say this is a routine colony check-in, despite the colorful detachment of personnel assigned to a survey ship.
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  • ...s approach, the player's willpower is taking greater punishment; failing a check might mean the player fires their gun before meaning to, failing critically
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  • same to check your spelling and grammar. * Please try to check your email daily
    27 KB (4,086 words) - 08:46, 17 April 2015
  • ...it is Draining. Otherwise, it is Telepathy. (If you really want to double check for telepathy, blind yourself and if you then start detecting monsters, you
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  • // Check if the count of all connected cells
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  • // check if a valid character has been given to the function After declaring, we check if the character that has been passed to the function in chLetter has an AS
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  • **c) Attacks usually check each item independently, but could have it randomly attack a number of item
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  • tries to walk somewhere, check the tile in that direction. If it is # Check there is enough space to make the passage or room. If rooms are in the way,
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  • I had a test to "flight check" every action. In this
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  • First we check that the target is actually destructible and not yet dead. Then we try to a
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  • msgid "%U <check> %r breath." msgid "Invalid smarts check"
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  • Jim, you might want to check out Nethack and Moria for Rogue-like games.
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  • Oh, check out an RPG system called Violence. That's pure gore...
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  • ...st by using a simple rule set: Pick a stat. Pick 2, 3, 5, 7 for a multiple check. Pick a spell. Nuke everything on the level matching the rules with the cho
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  • * Removed slow fd_clairvoyant check which only benefited Magiclysm, but slowed down everyone
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  • use the '^' command to check the requirements of whoever it is that you
    64 KB (11,136 words) - 17:55, 21 March 2009
  • ...GE event script attached to the flesh golem. The flesh golem's script will check if the EventInfo::DType value is equal to AD_ELEC, indicating a lightning a
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