#Libtcod
Lots of refactoring today - nothing BUT refactoring - I haven't finished the tutorials, but I know enough to want to rework the codebase so it follows my own layout.

Also, #libtcod supports truetype fonts, yay!

#gamedev #roguelike
March 28, 2025 at 5:24 AM
I'm pushing forward in the #roguelike tutorial, and having some fun learning both libtcod and python.

I'm about half way through, and once I'm done I'll be able to start fiddling with a few ideas I've had for a while.

I shouldn't code after 6pm though - that's asking for trouble.

#gamedev
March 27, 2025 at 9:18 AM
I know how to code in python. One of these days I'll finally start that turn-based mecha roguelike idea I have in libtcod.
June 8, 2026 at 5:49 PM
I'm following the libtcod tutorial from /r/roguelikedev, and this is the first time I've tried Python in... forever, I think.

Have I just been wasting my time and effort developing Toy?

I don't feel well, time for a break.

#gamedev #roguelike
March 14, 2025 at 7:33 AM
The prefabs won't crush the walls on generation, only each other XD

I'm actually fiddling with the tiles themselves, since I haven't touched them since the libtcod tutorial - you can now use spaces in the prefab files to leave gaps in the prefab.

#gamedev #roguelike #stepwise
May 20, 2025 at 12:01 PM
libtcod is so strong. getting this up in like, an hour is crazy. i understand completely why everyone uses it now
March 15, 2025 at 7:56 AM
You're building the tools from scratch? Impressive.

Are you aware of libtcod? I used its python bindings last year, the result was pretty good
August 9, 2026 at 1:58 AM
Hm... #Libtcod #roguelike tutorial has #MITLicense source code...

I wonder if I could create a version with #Pytest #TDD and Polish version supported via #GetText...

Just some nerdy dream, lol 😅😅😅😅😅
April 11, 2026 at 12:59 AM
Right now? Not much - until this week I was working on a scripting lang, then I discovered python + libtcod are effectively what I wanted all along.

Time to work on a game, proper.
March 20, 2025 at 1:48 AM
Looking at some old Python code I barely understood at the time I was writing it.
It's bad, but mostly because the libtcod library was a hacky mess that has to define way too many functions.

Also I'm updating it from Python 2 to 3, because there is really no reason to keep it there
#gamedev
October 29, 2024 at 11:54 AM
At this point, all I gotta do is learn the API for #libtcod - the actual logic shouldn't be too hard outside of any #Python features I'm unaware of yet.

IDK if I'll code more tonight, it's already getting late, and it's finally cooling down outside. I can't pivot on a dime, gonna need a good sleep.
March 14, 2025 at 9:39 AM
Starting to feel the beginning of my spiral back into an endless labyrinth of indecision again - need to start my SkeleSkribe prototype in SDL2 & libtcod
April 28, 2025 at 7:04 AM
It's a game/story idea I've had for years, that's probably impossible for one human.

I never really started beyond looking through the libtcod documentation on getting to the raw SDL commands that would enable it, to see if it was even possible.

I just included it "for the bit" :)
November 29, 2024 at 11:05 AM
Well streaming and coding last night did not go well, I wasn't in the right headspace for bug fixing and keeping up with chat. So that was great.

I might try this libtcod thing again in C++, because the sole tutorial for python I found is very out of date and confusing.
November 27, 2023 at 7:10 PM
looking to get started with the latest #libtcod and c?
I put together a gist for a "hello world" - #SDL3 #roguelikedev

gist.github.com/erikyuzwa/ba...
hello world using libtcod 2.1.1 and C
hello world using libtcod 2.1.1 and C. GitHub Gist: instantly share code, notes, and snippets.
gist.github.com
July 18, 2025 at 8:16 PM
Feed: "PyPI recent updates"
By: 4b796c65+tcod@gmail.com on Saturday, August 2, 2025
tcod 19.3.1
The official Python port of libtcod.
pypi.org
August 2, 2025 at 5:21 AM
python/libtcod is a pretty uncontroversial starting point, esp. as for a production thing you might want to pitch the first iteration altogether. I might start with something like this: www.reddit.com/r/rogueliked...

libtcod doesn't require much to draw, and you can get to thinking about mechanics.
November 8, 2023 at 12:49 AM
Using Python + libtcod to prototype map generation algorithms for game #2. Aiming at much more compact and connected maps than in Dreadhalls https://t.co/JD9F3MqMjo
November 17, 2024 at 12:48 PM
Who's participating in #7drl

Wanna swap notes?

I'm thinking for this jam I have enough skill with the essentials now to ditch the weight of Godot and code in either libtcod or make a custom engine + algorithms.
February 28, 2024 at 10:39 PM
Trying to import libtcod in #Zig and I'm getting a whole bunch of translation errors. Does anyone feel like helping me troubleshoot?
December 21, 2025 at 1:16 AM
#403395 python313Packages.tencentcloud-sdk-python: 3.0.1369 -> 3.0.1370
#403388 zigbee2mqtt_2: 2.2.1 -> 2.3.0
#403382 python312Packages.hcloud: 2.4.0 -> 2.5.1
#403376 libtcod: fix build
#403375 ruff: 0.11.7 -> 0.11.8
#403371 boa: 0.17.3 -> 0.20
#403370 python312Packages.msprime: 1.3.3 -> 1.3.4
May 2, 2025 at 12:05 AM
I've used that in the past (part of libtcod), but I mean written narratives similar to Hitchhiker's Guide.
June 19, 2026 at 2:50 AM
People of Bluesky: I'm dipping my toes back into making a roguelike. I'm pretty familiar with Libtcod and the like, and I've done some stuff with the Specs ECS. Unfortunately, that was a few years ago - whats my best current approach for just shipping something simple and tile-based?
October 16, 2025 at 10:00 PM