Chaosforge Forum
DoomRL => Discussion => Topic started by: Placek on November 16, 2011, 11:39
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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?
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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
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Font changing you say...
Tormuse, play a N! game with Wingdings as the console font.
Do it.
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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.
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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.
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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?
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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.
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Because it's cool and stuff when it's static text, because animating text is really hard.
As an asciimator (http://asciimator.net/?module=profile&user_id=1988), I am telling you, it is not! :D
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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.
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DoomCrawlRL?
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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 :)