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Author Topic: Well then.  (Read 4130 times)

Fanta Hege

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Well then.
« on: November 03, 2009, 11:37 »



What do you think of this?
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Silhar

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Re: Well then.
« Reply #1 on: November 03, 2009, 11:47 »

:-O

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Gargulec

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Re: Well then.
« Reply #2 on: November 03, 2009, 11:50 »

Tileset?
.
.
.
You. Gotta. Be. Shitting. Me.
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Madtrixr

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Re: Well then.
« Reply #3 on: November 03, 2009, 12:24 »

How did you do that?
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Aki

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Re: Well then.
« Reply #4 on: November 03, 2009, 16:02 »

I can't see shit - it's too small...
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Creepy

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Re: Well then.
« Reply #5 on: November 03, 2009, 16:20 »

One can only cram so much detail into an 8x12 tileset. For it's size, it looks pretty good.

Would be nice if those items stood out better from the floor. Maybe a white outline around them?
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AStranger

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Re: Well then.
« Reply #6 on: November 03, 2009, 16:35 »

Heh, if someone felt like making a 32x64 tileset I already have an OpenGL term, so with swapping a few textures around DoomRL could easily be played with a tileset. Difficulty: Linux only and I've been playing roguelikes for too long to leave ASCII, even OpenGL ASCII.
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PFL

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Re: Well then.
« Reply #7 on: November 03, 2009, 18:49 »

Very nice.  It'd be nice to see it in action with sfx. :)
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UnderAPaleGreySky

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Re: Well then.
« Reply #8 on: November 03, 2009, 23:41 »

*at a loss for words*
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Melon

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Re: Well then.
« Reply #9 on: November 04, 2009, 01:14 »

I can't see what is going on there, but you are going the right way [;
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UnderAPaleGreySky

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Re: Well then.
« Reply #10 on: November 04, 2009, 01:20 »

Well things are looking very nice. But I have one problem with a graphical mode. It takes away some of the atmosphere of the original game. D:
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Kornel Kisielewicz

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Re: Well then.
« Reply #11 on: November 04, 2009, 01:53 »

Well, an official GFX mode is on the way ;). Still... cheers :P
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Malek Deneith

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Re: Well then.
« Reply #12 on: November 04, 2009, 09:25 »

Well, an official GFX mode is on the way ;). Still... cheers :P
Say, speaking of official GFX mode I've been recently wondering about one thing - once that appears how hard it would be to steal a page from Dwarf Fortress and make ASCII-emulating tiles (and thus allowing for wider range of colors for stuff, rather than these 16 or how many console has).

Also - how much more strenous on the computer that GFX mode will be? (I recall that old, old times when first Berserk! graphic version came out my older computer pretty much choked on it... I have a newer one now but I'm still cautious)

[ontopic]As for the original picture - got to agree with Melon: too hard to see there. But cheers on the effort[/ontopic]
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AStranger

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Re: Well then.
« Reply #13 on: November 05, 2009, 22:16 »

Speaking only in theory, it shouldn't be that hard to swipe tiles from Dwarf Fortress, assuming it is widely known how the official GFX mode is looking to load the images (or textures). As long as that information is available it should be easy to make custom tiles, or at least write something to convert an image into a "tile", possibly splicing it into a data file.

As for the processing concerns, I can't see why it would peg the processor. The OpenGL term I wrote barely uses the processor (2.53 dual core, shouldn't matter) when playing DoomRL. Part of the Dwarf Fortress problem is the lack of "down time". Since the game progresses instead of waiting for a keypress, there are squares that change even when the game is paused and DF is only single threaded the interface has to work a bit differently, which leaves a lot of room for inefficiency. Assuming the display screen->accept keypress->display screen->etc. paradigm is kept, it's easy to write efficient code with only one or two threads (I like threads though). Even if that paradigm isn't followed, good code can still be written, just won't be as easy.

Either way, it'd be cool to play with an ASCII tileset, mainly so the window was a touch bigger on my screen (hopefully).
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