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Old February 1, 2019, 21:55   #71
Bandobras
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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...

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Old February 19, 2019, 18:29   #72
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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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Old February 20, 2019, 11:14   #73
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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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Old February 20, 2019, 11:43   #74
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Quote:
Originally Posted by tangar View Post
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
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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Old February 21, 2019, 06:10   #75
Pete Mack
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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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Old February 21, 2019, 11:16   #76
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Quote:
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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.
Yeah, none of it would be particularly technically difficult, just no-one has done it yet!
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Old February 21, 2019, 19:19   #77
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Cool Could this shadow-issue be included to TRAC then, to be implemented one day? It would make tileset support MUCH easier. Also there is a problem with object transparency (rubbles).
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Old March 1, 2019, 21:25   #78
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keep up the great work, sdl2 is such a great improvement over sdl
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