Chaosforge Forum

  • April 26, 2024, 12:50
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: Graphics  (Read 3633 times)

Placek

  • Private FC
  • *
  • Offline Offline
  • Posts: 6
  • Lost Soul
    • View Profile
Graphics
« on: November 16, 2011, 11:39 »

Hello again, from one walkthrough in the youtube, I saw that the guy who made the walkthrough has different graphics (Not ASCII But Other Font)
I tried to find an option in config.ini but I haven't found something like this.
Could you help me?
Logged

ParaSait

  • Baffen :P
  • Elder
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1229
  • Happy Little Boozer
    • View Profile
    • MPSF
Re: Graphics
« Reply #1 on: November 16, 2011, 12:19 »

Currently, everything works on console output. There are no actual "graphics". You have to configure your cmd window for a different font.
Run DoomRL, right-click on the top bar of your cmd window, and select "Properties", and a window with options appears. Then, go to the "font type" tab and there you should be able to configure the font type and size it has to use for that particular application.

In the future, there will be a version with actual graphics, and you'll be able to modify them by just editing/replacing the image file. But for now you need to fiddle with cmd a bit for prettier characters... ;P
Logged
[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

Uranium

  • Greater Elder
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 196
  • Heavier Than A Death In The Family
    • View Profile
Re: Graphics
« Reply #2 on: November 16, 2011, 13:48 »

Font changing you say...

Tormuse, play a N! game with Wingdings as the console font.
Do it.
Logged
Use power for power.

Sambojin

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 225
  • Lost Soul
    • View Profile
Re: Graphics
« Reply #3 on: November 17, 2011, 15:51 »

Is there any word on what format the graphic tiles will be in when they're done? Most roguelikes go for .png, but I'm hoping there will be animated .gif support as well.
Logged

ParaSait

  • Baffen :P
  • Elder
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1229
  • Happy Little Boozer
    • View Profile
    • MPSF
Re: Graphics
« Reply #4 on: November 17, 2011, 16:11 »

Is there any word on what format the graphic tiles will be in when they're done? Most roguelikes go for .png, but I'm hoping there will be animated .gif support as well.
Png I presume, which besides has better colors than gif, but hey, animated png exists too. :D
If we want animated tiles I think it'd be better to have sprite images in a single sheet though.
Logged
[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

Ander Hammer

  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 385
  • burst laser rifle (2d10)x7 [80/80] (H1)
    • View Profile
Re: Graphics
« Reply #5 on: November 18, 2011, 00:30 »

Tormuse, play a N! game with Wingdings as the console font.
Do it.

As far as I know, console has a very limited pool of fonts from which to choose.

Usually monospaced fonts made specifically for the console. Wingdings is neither of these things.

Sorry. Maybe it can be hacked in?
Logged
Hell Baron Major
[25|20|11|2|0]
Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

Bloax

  • Sergeant Major
  • *
  • Offline Offline
  • Posts: 151
  • Ohohoh! Here it comes! Here comes the night train!
    • View Profile
Re: Graphics
« Reply #6 on: November 18, 2011, 04:47 »

Is there any word on what format the graphic tiles will be in when they're done? Most roguelikes go for .png, but I'm hoping there will be animated .gif support as well.
Yeah, I'd really hope there's going to be png+gif support.
Because it's cool and stuff when it's static text, because animating text is really hard.

But raster graphics really aren't that hard to animate. I don't exactly require animations on the release of the graphics version. But at least we should have the ability to make animations.
Logged

ParaSait

  • Baffen :P
  • Elder
  • Lieutenant General
  • *
  • *
  • Offline Offline
  • Posts: 1229
  • Happy Little Boozer
    • View Profile
    • MPSF
Re: Graphics
« Reply #7 on: November 18, 2011, 06:17 »

Because it's cool and stuff when it's static text, because animating text is really hard.
As an asciimator, I am telling you, it is not! :D
Logged
[18|7|3|0|0|0] [MED:13/43] [SPE:36/67] [ASM:11/40]

Check out my epic youtube channel!
Currently playing The Bard's Tale and System Shock 2 (coop with GrAV1t)!

Sambojin

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 225
  • Lost Soul
    • View Profile
Re: Graphics
« Reply #8 on: November 21, 2011, 16:14 »

I guess animated .png would be fine (and probably easier for transparencies/colours), but .gif is just so easy to use and animate. Cycling already in the file and all that, no need to mess with either lua (for sprite definitions) or .png's vaguely harder system. I guess we'll find out.

I actually can't wait for tiles. I love the console text, but I have this urge to go all mod-happy with tilesets. I actually should learn a little lua before the tiled version comes out, just so my dodgy dream of DoomCrawlRL can be made a reality.
Logged

Kornel Kisielewicz

  • God Hand
  • Apostle
  • *
  • *
  • Offline Offline
  • Posts: 4562
    • View Profile
    • http://chaosforge.org/
Re: Graphics
« Reply #9 on: November 21, 2011, 16:28 »

DoomCrawlRL?
Logged
at your service,
Kornel Kisielewicz

Sambojin

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 225
  • Lost Soul
    • View Profile
Re: Graphics
« Reply #10 on: November 21, 2011, 17:14 »

Errrm, yeah. Just kind of a mish-mash of sword+sorcery style games using more DoomRL gameplay mechanics. I'm kind of sick of the whole NH/DCSS style "if your armour/dodge/shield can take it, you're fine, if not - die" in most DnD style roguelikes.

I want to dodge and weave, take on baddies with a bit of tactical flair. It'll be a bugger of a mod to make, but it should be doable under the DoomRL framework. Half the work is done in DoomRL, the rest is copious amounts of class, trait, weapon and enemy modding.

If only it were that easy........ I'll show you how it went in about a year :)
Logged
Pages: [1]