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#71 |
Knight
Join Date: Apr 2007
Posts: 726
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That would be awesome. For me it's especially important, because square fonts are very hard to read longer texts in, so I designed the font in a way that looks strange, but has very narrow space between letters in a word to help the eye organize characters in lines, rather than in columns. And so any extra horizontal space makes all that effort moot.
![]() Yes, you are right, glyphs larger than the official size is not a lie, especially with some capital letters with two (!) accents over them, one over another. However, I specifically did not add such letters and for others mimicked the approach in older Angband fonts, by making accented capital letters lower and the accents on them smaller than on lowercase letters. BTW, the code I mentioned is here, in case I mixed up details (and I did --- I resize surfaces, not textures): https://github.com/LambdaHack/Lambda...nd/Sdl.hs#L349 Edit: and I probably resize instead of cropping... Last edited by Bandobras; February 1, 2019 at 22:21. |
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#72 |
Knight
Join Date: Mar 2015
Posts: 935
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A newbie question:
could SDL 2 give possibility to add proper shading to tileset? Cause currently we need to have 3 similar terrain tiles for light purposes ![]()
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#73 |
Knight
Join Date: Apr 2007
Posts: 726
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Looking at https://www.libsdl.org/projects/SDL_...SDL_image.html there is nothing specific. So I guess you'd combine images, possibly with alpha channel, possibly using blendmodes: https://www.reddit.com/r/gamedev/com..._sdl2/ce7oyo6/
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#74 |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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The problem here is not really SDL but Angband's total lack of an intelligent graphics mode. Any of the ports could do this, it's not a difficult graphics operation (draw a tile but darken it by 80%), but no-one has stepped up to do the work yet to get Angband supporting this kind of thing.
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#75 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,670
Donated: $40
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Tak--
You could do this with sheets pretty easily: paint the background with yellow-white-grey-black (lantern-lit-seen-detected.) Then lay on background tiles with variable parts with 100% transparency. You could of course do this once, then put the rendered tiles into reserved tile slots in the lookup sheet. This would allow you to use the current main-xxx.c interface unchanged. |
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#76 | |
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Quote:
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#77 |
Knight
Join Date: Mar 2015
Posts: 935
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Cool
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https://tangaria.com - Angband multiplayer variant tangaria.com/variants - Angband variants table tangar.info - my website ⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽⍽ My chars @ angband.oook.cz youtube.com/GameGlaz — streams in English ⍽ youtube.com/StreamGuild — streams in Russian |
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#78 |
Knight
Join Date: Sep 2010
Location: nimbin, australia
Posts: 542
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keep up the great work, sdl2 is such a great improvement over sdl
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#79 |
Prophet
Join Date: Apr 2008
Posts: 2,914
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Trying to port the SDL2 frontend to PWMAngband at this time. Since I'm using BCC to compile, I'm probably gonna kill the guy who wrote main-sdl2.c without putting all the variable declarations at the beginning of functions...
![]() E2140 Declaration is not allowed here E2140 Declaration is not allowed here E2140 Declaration is not allowed here E2140 Declaration is not allowed here E2140 Declaration is not allowed here E2140 Declaration is not allowed here ... E2140 Declaration is not allowed here E2228 Too many errors or warnings Day 2 of fixing this... and I'm not even at the half of the file. ![]()
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#80 |
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Join Date: Apr 2007
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Oh wow, has Microsoft still not caught up with their C tooling with this? The spec is only 8 years old...
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