![]() ![]() There were plenty of problems with the existing build systems (i.e. I use nano as a quick and simple editor for things like todo lists). I don't think anyone uses an IDE, though (partly because it makes a cross-platform build hard). Having a range of different build environments helps for testing. I personally use Emacs as my editor, and use gcc for compiling, but I know there are people who use vim and clang instead. We have a range of tooling setups among the NH4 devteam. (It will be announced in a separate thread when I do, since it's pretty useful.) REXPaint is freely available and quite a few devs and artists have been using it. SCREENFLICK FAQ FREEI've already discussed REXPaint in many different capacities on my blog, and also have a long draft post describing its many uses for roguelike development, but haven't had a free slot to post that yet. Originally it was intended just for ASCII art, but now I use it on a daily basis for mockups, mapping, art, animations and more. Most importantly, a couple years ago I created REXPaint, a full-featured ASCII/ANSI editor. I have a few more that I use less often, or have only just started using/testing so I can't recommend them yet. SCREENFLICK FAQ DOWNLOADI also run the results through gifsicle, which can optimizes GIFs into smaller files that appear identical to the original-you can save a lot of space (and download time) with roguelikes due to the minimalist visual style. This is an incredibly easy way to record GIFs right on your desktop. Static screenshots of Cogmind, and most roguelikes in general, tend to look pretty boring compared to seeing how everything appears in motion. Nice to have copies of every little change saved in multiple locations.īulk Rename Utility for working with large numbers of asset files. OpenOffice Calc for spreadsheets (some data calculations, but mostly for time records-always good to know where that development time is going!)įBackup for keeping progress mirrored on external drives. Photoshop for font/glyph design and non-game art (like for the website). Great for plotting out program architecture when first starting out, and I also use it for mapping out the world layout. (There really doesn't seem to be any good lightweight list-based note-taking software, but I don't really want to waste time writing my own.) I don't recommend it, but it's a little late for me to go back now on this project. I chose it for its emphasis on list-based note-taking, which is how I normally operate in text files anyway, but this is a horrible piece of software. Super lightweight editor with a minimal interface-great for quickly opening and closing multiple files quickly. I use it simply to have a different editor with a different interface and syntax highlighting loaded specifically for web code, so that it's easier to quickly distinguish one bit of coding from another (useful when frequently switching back and forth between different parts of a project). A lot of coders swear by ths newer text editor, but I find it inferior to Notepad++ for most of my own needs (and in other general ways as well-slow to start up for one also fewer features than N++). SCREENFLICK FAQ CODESublime Text for web code (HTML, CSS, JS, PHP). This is wonderful when you build your own syntax higlighting add-on. SCREENFLICK FAQ SOFTWAREOver the years I've accumulated a lot of different software to help with various aspects of development, and make heavy use of all of them for Cogmind, being a rather large project: Of course, you are always free to ask whatever questions you like whenever by posting them on r/roguelikedev, but concentrating topical discussion in one place on a predictable date is a nice format! (Plus it can be a useful resource for others searching the sub.) ![]() PM me to suggest topics you'd like covered in FAQ Friday. ![]() ![]() What kind of publicly available tools do you use to develop your roguelike(s)? What for? Have you built any of your own tools? And if so, what do they do?ĭon't forget to mention anything that you use in a particularly interesting or unusual way! Sometimes you even have to build your own custom tool for a specific task, because using what's available just isn't efficient enough. Using the right tools is crucial to staying productive and efficiently creating something as complex as a game. On top of those you could have any number of other tools depending on your features, assets, workflow, etc. Beyond the compiler, at the very least you'll have a text editor, and possibly an IDE. Last week we already covered languages and libraries, but before we move into discussing details like programming and design there is another important "meta" element of roguelike development to cover: Tools.Īny type of game development will involve using multiple types of software. ![]()
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