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Old September 18, 2010, 12:18   #81
Hajo
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Thanks for the reply, Andrew, good to know that it "works as usual/intended"!

Meanwhile I've been busy again, and I think I have another release-worthy update, Iso-Unangband WIP 4.

Small code changes to help display of spell effects and shops in town. But mostly I've been configuring and adding more images. Once again, a bit more complete than the last version, but still a lot left to do ...


... other places might look much worse than this screenshot. Levels are themed and some themes lack most images.

Download

=> http://www.funkelwerk.de/data/iso-an...4-iso-wip4.zip (5.1 MB)

Images and sources are included. A windows executable is supplied, and two start scripts "start_large.bat" and "start_small.bat", as known from the former Iso-Angband releases.

Changes since WIP 3

- Roughly-hewn granite wall.
- Web-covered granite wall.
- Mossy granite wall.
- Vine-covered granite wall.
- Slime covered granite wall.
- pebbles in the shade.
- Rubble pile image and config.
- Cave lizard config.
- Ooze config.

- Temporarily added a hardcoded solution for spell effects, since I could not find out how to configure those through pref files in Unangband. The supplied example from dvg pref did not parse.
- Also added a hardcoded solution for town shop display. Some day I hope to display real houses there.

Slowly it starts to look more solid and consistent.
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Old September 18, 2010, 15:19   #82
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This is looking really good! Andrew, now you are going to need an option to rotate the movement keys so that they work right in iso mode :-) (and only half kidding)
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Old September 19, 2010, 11:46   #83
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Quote:
Originally Posted by EpicMan View Post
This is looking really good!
Thanks, I'm glad to hear

The key bindings might be tricky, but I'm sure sooner or later there will be a solution found.

... and off to add more images
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Old September 20, 2010, 04:03   #84
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Quote:
Originally Posted by EpicMan View Post
This is looking really good! Andrew, now you are going to need an option to rotate the movement keys so that they work right in iso mode :-) (and only half kidding)
Mouse movement is the way to go.

Just needs a lookup function to translate screen coordinates back to tiles for isometric mode.

Andrew
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Old September 22, 2010, 11:08   #85
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I feel a bit uncertain about move-by-mouse. This works best with some pathfinding, so that the PC can walk around obstacles if the player clicks a spot behind the obstacle, and at some point it will raise the question for animated PCs.

Both pathfinding for PC and animations are doable, but particularly animations are quite some extra work.

Key input has a definite "distinct" characteristic. One key press = one tile moved. The key press raises different expectations in the player than dragging the mouse (distinct vs. continuous action), which are better fulfilled by the current display and code. So for the moment I'd like to keep that.

I'm somewhat positive that there can be a solution for a rotated key input map. I'll see if I can do something about it in one of the next releases.

Some new images for the next release:


Lesser vortex/whirlwind, Faerie light, Insect swarm, Goat, Goblin



Maybe goblins should be taller than goats?

Besides the other things, I have been working on spiral staircases to replace the old ones:


I feel a bit uncertain about the stairs, they were created differently than the other graphics and do not fit the style as much as they should. But maybe it's ok to keep them. I'd rather assume that over the course of time the other tiles slowly get more detailed, too.
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Old September 22, 2010, 11:59   #86
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Quote:
Originally Posted by Hajo View Post
I feel a bit uncertain about move-by-mouse. This works best with some pathfinding, so that the PC can walk around obstacles if the player clicks a spot behind the obstacle, and at some point it will raise the question for animated PCs.
Move by mouse is already in Unangband which is why I suggested it. The problem I had with isometric graphics figuring out how to convert clicking on the isometric display converts to an x,y grid coordinate.

Andrew
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Old September 22, 2010, 12:16   #87
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Quote:
Originally Posted by andrewdoull View Post
Move by mouse is already in Unangband which is why I suggested it. The problem I had with isometric graphics figuring out how to convert clicking on the isometric display converts to an x,y grid coordinate.
Mathematically, the projection functions are reversible.

The lazy solution is to keep track of tile coordinates while drawing them, and later use this information to map mouse clicks to tiles.

The "store tile coordinates" approach has the benefit that it works with all sorts of projection functions - so if you use several projections and let the player choose one out of them, you do not need to implement reverse functions for all of them, but can use the same lookup table of screen-to-tile mappings for all.
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Old September 23, 2010, 15:32   #88
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Iso-Unangband WIP 5 is now available.

No big changes this time, mostly image and configuration updates. I decided to change the configuration back to straight stairs in this release, since the spiral stairs did not fit very well with the other tiles. Maybe later after some rework they'll fit better.

I like the new spell effects - similar to the former ones, but with a bigger "bang" factor

Download

=> http://www.funkelwerk.de/data/iso-an...4-iso-wip5.zip (5.3 MB)

Images and sources are included. A windows executable is supplied, and two start scripts "start_large.bat" and "start_small.bat", as known from the former Iso-Angband releases.

Changes since WIP 4

- Cow image and config.
- Goat image and config.
- Emphasized spell effects images.
- Insect swarm image update.
- Faerie light image and config.
- Goblin image and config (leaving out the more special goblins).
- Ant image and config.
- Shrieker mushroom patch image and config.
- Mushroom patch config.
- Torch and lantern config.
- Dagger type weapon config.
- Sword type weapon config.

- Changed code to base display on p_ptr->wx/wy instead of px/py. I hope this will improve some of the problems with the (l)ook function, and maybe also some other display problems.
- Centered display better on player.
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Old September 29, 2010, 11:57   #89
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Iso-Unangband WIP 6 is now available.

No code changes this time, just new images and more configuration entries for existing images. Focus is still the early game, and slowly, very slowly, the project becomes more complete there.

Download

=> http://www.funkelwerk.de/data/iso-an...4-iso-wip6.zip (5.3 MB)

Images and sources are included. A windows executable is supplied, with two start scripts "start_large.bat" and "start_small.bat", as known from the former Iso-Angband releases.

Changes since WIP 5

- Added new image templates to expand tile set further.
- Curved blades config.
- Whip config.
- Ball-and-Chain config.
- Mace type weapons config.
- Spear/Pike/Javelin config.
- Shovel config.
- Pickaxe config.
- Boots config.
- Cap/helm config.
- Leather armor config.
- Metal armor config.
- Complete centipede and crawler config.
- Complete worm mass config.
- Chicken image and config.
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Old September 30, 2010, 16:24   #90
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I feel a bit uncertain if this is the right way to picture "open vents" and "empty basins". But it looks interesting to me anyways


I'd assume that the basins are meant to be aligned with the wall, maybe like fountains as part of the wall. Such directional objects are kind of tricky in a block-oriented display though ...
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