| | How to Make a Roguelike (2018) (gridsagegames.com) |
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2 points by todsacerdoti on Oct 24, 2022 | past | 1 comment
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| | Rexpaint: ASCII Art Editor (gridsagegames.com) |
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2 points by pajtai on Sept 17, 2022 | past
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| | Iterative UI Design – Cogmind / Grid Sage Games (gridsagegames.com) |
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3 points by iamwil on May 22, 2021 | past
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| | Developing Multitile Creatures in Roguelikes (gridsagegames.com) |
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142 points by todsacerdoti on Oct 19, 2020 | past | 30 comments
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| | Mapgen: Tunneling Algorithm (2014) (gridsagegames.com) |
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1 point by todsacerdoti on Aug 28, 2020 | past
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| | Sorry macOS users, but Apple has gone too far for some of us devs (gridsagegames.com) |
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142 points by samcat116 on Sept 29, 2019 | past | 114 comments
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| | Level Design and Shaping a Roguelike Experience (gridsagegames.com) |
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140 points by tiniuclx on June 15, 2019 | past | 20 comments
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| | Level Design and Shaping a Roguelike Experience (gridsagegames.com) |
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1 point by tiniuclx on Feb 19, 2019 | past | 1 comment
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| | REXPaint: Powerful, User-Friendly ASCII Art Editor (gridsagegames.com) |
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208 points by subbz on Dec 10, 2018 | past | 26 comments
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| | (2014) Procedural Map Generation (gridsagegames.com) |
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1 point by golergka on May 15, 2018 | past
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| | Working with Seeds (gridsagegames.com) |
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1 point by panic on May 2, 2017 | past
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| | Procedural Map Generation (gridsagegames.com) |
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1 point by tosh on Nov 5, 2016 | past
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| | RexPaint: a powerful and user-friendly ASCII art editor (gridsagegames.com) |
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2 points by fitzwatermellow on May 6, 2016 | past
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| | Generating and Populating Caves in a Roguelike Game (gridsagegames.com) |
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68 points by jsnell on March 27, 2016 | past | 2 comments
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| | Releasing a Commercial ASCII Roguelike, a Post-Mortem (gridsagegames.com) |
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95 points by jarcane on June 30, 2015 | past | 47 comments
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| | Fonts in Roguelikes (2014) (gridsagegames.com) |
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8 points by ethicszen on Sept 24, 2014 | past
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