Zircon

Zircon is an easy to use multiplatform Tile Engine & Text GUI.

Zircon Tile Engine

Zircon is an extensible, multiplatform and user-friendly tile engine.

Weekly update: Zircon & Caves of Zircon

Multiple new tutorial articles are out!

How To Make a Roguelike: #20 Wrapping Up

Our roguelike game is now complete. Let's take a look at what we can do next!

How To Make a Roguelike: #19 Win and Lose Conditions

Our game is almost complete now, and the only thing which is missing is a Victory and a Lose screen. Let's add them now!

How To Make a Roguelike: #18 Help and Examine Dialogs

Now we have almost everything in our game, but a new player might be puzzled how to play. Let's add help and examine dialogs!

Weekly update: Zircon & Caves of Zircon

Multiple new tutorial articles are out!

How To Make a Roguelike: #17 Experience and Leveling Up

We can kill a lot of monsters now but we don't gain anything else apart from the loot. Let's add leveling to our game!

How To Make a Roguelike: #16 Aggressive Monsters

We have loot lying around in the dungeon, but it is kinda lame. Let's create a new type of monster which will carry these!

How To Make a Roguelike: #15 Weapons and Armor

Our character can loot food, but there are no weapons nor armor in our game yet. Let's create them.

Weekly update: Zircon & Caves of Zircon

New tutorial article & Tileset Upgrades

How To Make a Roguelike: #14 Displaying Stats

We have a lot of information about our character, but we can't see them. Let's add some visualization for them!

Weekly update: Zircon & Caves of Zircon

New tutorial article & Performance Upgrades

Weekly update: Zircon & Caves of Zircon

New tutorial article & API cleanup

How To Make a Roguelike: #13 Food and Hunger

Having items is nice, but let's improve on that by adding a new game mechanic: hunger!

Weekly update: Zircon & Caves of Zircon

New tutorial article, HBox and VBox implemented + debug mode improvements

How To Make a Roguelike: #12 Items and Inventory

Since we have combat, monsters, and fog of war, now is the time to add items to our game!

Weekly update: Zircon & Caves of Zircon

New tutorial article, example upgrades, and progress with the new HBox

How To Make a Roguelike: #11 Wandering Monsters

Now that we have Fog of War, let's hide something beneath it: a wondering monster!

How To Make a Roguelike: #10 Vision and Fog of War

Having stairs to lower levels is nice but it is no fun if everything is visible at once. Let's add a vision system!

Animation Support

When static images won't cut it there is the built in animation system at your disposal.

Weekly update: Zircon & Caves of Zircon

New tutorial article, progress bars and Graphical renderer for LibGDX

Weekly update: Zircon & Caves of Zircon

New tutorial article, progress bars and Graphical renderer for LibGDX

How To Make a Roguelike: #9 A Multi-level Dungeon

Now that we have real combat let's expand the explorable dungeon to all the levels we have generated!

Weekly update: Zircon & Caves of Zircon

This week there is a new tutorial article, and updates from projects using Zircon

Weekly update: Zircon & Caves of Zircon

This week there is a new tutorial article, and updates from projects using Zircon

How To Make a Roguelike: #8 Combat and Damage

Having monsters in our world asks for one thing: real combat. Let's work on that a bit!

Weekly update: Zircon & Caves of Zircon

New tutorial article for Caves of Zircon, and a bunch of new documentation pages added!

Logging

Whenever you develop a program you'll eventually bump into some bugs. To debug them you're going to need proper logging.

How To Make a Roguelike: #7 Stationary Monsters

Now that we can interact with the World, the next logical step is to add monsters to it!

Weekly update: Zircon & Caves of Zircon

New tutorial article for Caves of Zircon, and new tilesets are arriving to Zircon!

How To Make a Roguelike: #6 Entity Interactions

While walking through walls is fun, it is not a good game mechanism. Let's improve on that with Entity Interactions!

Weekly update: Zircon & Caves of Zircon

This week is 7DRL!, also Amethyst upgrades, and new documentation pages have arrived.

How To Make a Roguelike: #5 Exploring the Cave

Now that we have a Player in our game let's learn how to move him around!

Weekly update: Zircon & Caves of Zircon

Input handling upgrades, infinite modals and integration testing!

How To Make a Roguelike: #4 The Player

Our cave is ready to explore, so let's add a player to it!

Weekly update: Zircon & Caves of Zircon

Input handling upgrades, and component events have arrived!

Weekly update: Zircon & Caves of Zircon

This week input handling was refactored to the new model, and now it supports event bubbling and capturing!

Weekly update: Zircon & Caves of Zircon

This week we came up with a prototype for the new input handling mechanics, and also upgraded the Game Area

Release Process and Versioning Scheme

Zircon follows a versioning scheme which is reminiscent to JetBrains' versioning strategy but with a twist.

Weekly update: Zircon & Caves of Zircon

New tutorial article is out! We also have a new splash screen from now on for Caves of Zircon.

How To Make a Roguelike: #3 Generating Random Caves

Now, we generate an actual dungeon, or rather a cave we can explore in our game.

Weekly update: Zircon & Caves of Zircon

New tutorial articles are out for Caves of Zircon, and View support was added to Zircon.

How To Make a Roguelike: #2 Views, Screens, Inputs

We gonna learn how to work with Views and Screens and also how to handle inputs from the user.

Weekly update: Zircon & Caves of Zircon

We released the Christmas Release this week, and also the first version of Caves of Zircon.

New Zircon Release: 2018.12.25-XMAS

A new Zircon version is released: 2018.12.25-XMAS.

Weekly update: Zircon & Caves of Zircon

This week was about release preparation, adding data binding and bug hunting.

Weekly update: Zircon & Caves of Zircon

Preliminary LibGDX renderer implementation for Zircon is ready! Also there are some new fetures in Caves of Zircon.

How To Make a Roguelike: #1 Project Setup

This article explains how to set up the tutorial project on your computer and get started with it.

Weekly update: Zircon & Caves of Zircon

Caves of Zircon now has inventories, items, wandering creatures and more! We also have a contributor who is working on a libGDX implementation!

How To Make a Roguelike

This article is the start of a tutorial series which will teach you how to write a roguelike game.

Weekly update: Zircon

We're now nearly halfway through with Caves of Zircon! We also added some minor improvements to Zircon.

Resource Handling

Zircon has a lot of built-in things in place but sometimes you want to use external resources. This page explains how to work with them.

Drawing Shapes

Sometimes all you want to do is just drawing shapes onto the screen. This article will teach you how to do so with Zircon.

Input Handling

All this fancy tile graphics and ASCII art is worth nothing if your player's can't interact with your game! In this article we'll learn how to handle Inputs in Zircon!

How Layers Work

If you want to display you TileGraphics on a TileGrid or Screen while still being able to move it around, try Layers!

Working With Color Themes

When you start using Components you'll quickly feel the need to have some uniform way for coloring your Components. Color Themes are the solution for this problem.

The Design Philosophy Behind Zircon

In this document you will explore the main design guidelines behind Zircon.

How to Work With TileGraphics

This document will help you understand how to compose Tiles into in-memory graphics objects.

The Component System

Drawing shapes and tiles by hand is only so much fun. Good thing is that Zircon comes with a full-blown Text GUI interface. This article will explore The Component System in depth.

Weekly update: Zircon

Had progress with Cobalt and integrated it with Zircon. Now the EventBus is no longer part of Zircon.

Weekly update: Zircon

Roadmap for the next release with announcing some new things.

New Zircon Release: 2018.5.0-RELEASE

A new Zircon version is released: 2018.5.0-RELEASE.

Weekly update: Zircon

Some old issues closed: TextArea now works as intended, plus some usability upgrades.

Weekly update: Zircon

Release preparation with some Modifier upgrading. Thanks for Coldwarrl for helping us out!

Weekly update: Zircon

Our agenda was release preparation and API streamlining this week!

Weekly update: Zircon

This week was mostly spent with the Component system upgrades. We also had some fun with lightweight animations.

Weekly update: Zircon

This week was spent devising how component wrapping should be done. We also made some upgrades to how TileGraphics works.

A Primer on Screens

Wanna learn how to display different TileGrids on your screen at different times? This article explains how to use Screen objects to do so.

A Zircon Crash Course

This Crash Course is all you need to understand how Zircon works.

Rexpaint file loading example

This is example about loading Rexpaint files in Zircon.