http://www.mediafire.com/?if19p41b3rz42 <- The files you will need should all be in this folder. You will at least need jroguex.jar and terminal.png to run the demo; jrogue.zip contains the source code and vecmath.jar is a library that the source code needs to compile. I use Eclipse (jrogue.zip is just an exported project), so you'll need to get it if you want to compile the demo (all of the library functions should still be accessible though). Use WASD to move around the map (don't walk off of it; there's no collision detection, so you'll crash it). Notice the flashing "Hello World" overlay with transparent text and background (the transparency isn't very high, so you might have to look a little hard).
This is a rather simple, if outdated, demonstration of what the engine can do. I haven't touched this code in a few months, so I don't recall exactly where I left off, but a quick glance over my library reminds me that I need to add in additional functionality for moving overlays, work out a graphical glitch or two, and add functionality for printing strings, but other than that the graphics are pretty much done. It's all done "software" side so there should be few, if any, compatibility issues. I've recently learned OpenGL and a few other graphical tricks though, so there is room for improvement if necessary (I don't think it really is necessary, though).
Graphical tiles and unicode tiles work in theory, but I need to expand my tile loading code if I wanted to use those features (currently the tile loader can only handle the nice 16x16 tile format DF has). You should be able to swap out terminal.png for any of the tilesets on the DF wiki with minimal changes (rename the file to "terminal.png", and replace all the magenta with an actual alpha layer using GIMP or photoshop). I don't recall precisely how I colored tiles, so you'll have to figure out how tile color interacts with rendered color (I think I used multiplicative scaling, but I could be wrong. I'm too lazy to check right now).
Java Swing uses a different event-handling paradigm than most novice programmers are used to (i.e. event listeners, rather than event polling), and the design I currently have in mind is inherently multi-threaded (since the rendering is mostly software, I put it in its own thread, and the event-driven nature of Swing lends itself well to multi-threading, but not to single-threading). This increases the initial complexity a bit, but does carry its own benefits (such as enforcing cleaner code). However, the initial Map-Entity design I wrote is a bit clunky and outdated, and I'd need to rewrite it before actually using this library to make a game. Otherwise, the fundamentals should all be there.
Compared to other roguelike libraries out there, my library is a lot higher-level, and is more graphically-oriented (i.e. it doesn't emulate or recreate a console, it just draws a bunch of ASCII tiles like DF). Once I rewrite the Map-Entity system, it should be possible to implement most graphical effects without referencing the console window even once. It can also handle both step-based and real-time action, and even mix the two (this library was originally the foundation on which I was going to build a hybrid step/real-time rougelike), so there's a lot of flexibility in that regard.
EDIT: Oh right, no programming experience. Basically, once I work out how to properly do a map/component system, and build a GUI system (haha, that makes it sound so much easier than it is), it'll be like making a game in GameMaker, except even easier.
EDIT2: Oh, and I also need to write a state machine. I'm not sure I have one written up any more, so I'll have to make it from scratch.