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Category Archives: long
Trosnoth in 2022 (and beyond)
What’s been happening in the world of Trosnoth development? Over the past year or so there have been some major Trosnoth developments, particularly in the user interface. A huge thank-you to Phedg1 for his contributions that gave these changes momentum. … Continue reading
Free Mercurial hosting for open source projects on GitLab fork Heptapod
The Trosnoth source code has been kept in a Mercurial repository on BitBucket since not long after we migrated from Subversion many years ago. But BitBucket no longer supports Mercurial repositories: all existing Mercurial repositories on BitBucket will be shut … Continue reading
Trosnoth in 2018 and Beyond
The past year has been a good year for Trosnoth. Over this time, we have: migrated Trosnoth to Python 3 made several UI improvements, including adding indicator lights around orbs, showing the short names of friendly players on the minimap, … Continue reading
Platformer Physics and Trosnoth
Reminder: in October 2018, I’m pygame.org’s artist in residence. You can ask me questions about Trosnoth, support me in my Trosnoth development, and follow this blog for articles about Trosnoth and what I’m working on. Intro to platformer physics Trosnoth … Continue reading
Posted in long
Tagged development, physics, platformer, programming, trosnoth
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Path-finding in a Tiled Trosnoth Map
Reminder: in October 2018, I’m pygame.org’s artist in residence. You can ask me questions about Trosnoth, support me in my Trosnoth development, and follow this blog for articles about Trosnoth and what I’m working on. Dreaming of robots Trosnoth was … Continue reading
Posted in long
Tagged algorithms, challenges, development, games, path finding, python, trosnoth
Comments Off on Path-finding in a Tiled Trosnoth Map