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#211 | |
Knight
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Quote:
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. |
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#212 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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#213 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Each item in the game having it's own unique tile can be accomplished now using our current format. Artifacts, except for the lights, have never had their own graphics else they would be obvious on sight/detection. Am I missing something? Generally once artifacts are ID'd they are in the pack/wielded/at home/sold/or destroyed, none of which require a graphic as they aren't seen. I'm not at all opposed to this, I just don't see the need. What I think would be cool is if individual enemies could have more than one tile (different weapons/poses). So a grouping of cave orcs wouldn't have to all be exactly identical, or even different tiles to reflect status effects (hasted/slowed/poisoned/sleeping).
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#214 | |
Knight
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*added a few lost words, that's tiredness does to you *
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. Last edited by Shockbolt; June 19, 2011 at 22:03. |
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#215 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
It could also render the graphic .prf files obsolete, save for flavored items (I think).
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#216 |
Adept
Join Date: Apr 2011
Posts: 103
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Personally, I prefer the tileset. It is more work up front to get the tiles into the game, but less work for the game itself. Only one file to load and worry if it is correct or not. Also, using the tileset will run faster than the method that I can think of for single tile support.
I looked through TOME4's code a bit, but I didn't see the part where it decides what image to use, so I can't estimate speed differences. (or try to implement) (I am thinking of a list, hash table or LRU queue of bitmaps with their id and rectangle. The id might be the attr/char pair. However searching through the list, table, or queue for every tile, every time it is drawn, and setting it up to draw, might slow the game down too much.) As long as everyone is asking for stuff, I would like to see something like the grid_data structure passed to term_pict_xxx, so a platform can see the raw data and do what it needs to. I would also like to see a pair of lines like "else if (streq(b+1, "GENDER"))\n v = p_ptr->sex->title;" around line 566 of prefs.c, for the possibility of gender specific player character tiles. Last edited by Blue Baron; June 20, 2011 at 00:24. |
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#217 |
Knight
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More tiles, vermin and whatnot encountered in the depths of Angband
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. Last edited by Shockbolt; April 15, 2014 at 19:49. |
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#218 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 48
Posts: 872
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Um. I don't see how single tiles per file stop you need a tile picker. You still have to say somewhere use this file for this monster...
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#219 | |
T.o.M.E. maintainer
Join Date: Apr 2007
Posts: 130
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You can even make the image name be automatically made from the monster name, lowercase it, replace all non alphanumerics with _ and add .png at the end ![]() |
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#220 | |
Adept
Join Date: Apr 2011
Posts: 103
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The directory of shockbolt's tiles from TOME beta 28, without the oversized terrain tiles, it about 8.3MB, the compilation of those tiles that I put together for shockbolt was "only" 6.2MB. I think the performance loss, in load time, execution, and downloading, outweigh the convenience of the individual tiles. Especially when I can write a tool that restores most of that convenience. ![]() I will post the source of the above on this forum when it is ready (it might be a while). I will include with it the source to a tool I have already extracted from my tile picker that will pre-multiply the color with the transparency in a png file. Shockbolt: In the meantime, if you want to, you can make the tiles available (with the names as above, so I know where they go and to test the above tool) and I will add them to a tileset for you. If anyone is interested in my tile picker, you would be welcome to use/redistribute the (Win32) executable under the terms of the Angband dual liscence, but I am not going to release the source to it anytime soon. I am not going to release the source because of some utility functions I use in it, and no open source code is used in it. When I rewrite/replace those utility functions, I will release it's source, but it won't be anytime soon. Edit: as always, great tiles ![]() Last edited by Blue Baron; June 21, 2011 at 21:12. |
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Tags |
angband, graphic, graphics, tileset |
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Thread | Thread Starter | Forum | Replies | Last Post |
OSX Tileset help? | ZorroRoaster | Variants | 1 | March 31, 2009 00:09 |
Tileset formats? | caduceus | Vanilla | 8 | April 23, 2008 23:44 |