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Old January 10, 2011, 18:02   #61
Magnate
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Quote:
Originally Posted by Omnipact View Post
The SDL version will take 64x64 tiles with just one extra line of code
(and some new pref files)
Could you attach a patch so that we can try this out? Or push it to github?
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Old January 10, 2011, 23:28   #62
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Quote:
Originally Posted by Magnate View Post
Could you attach a patch so that we can try this out? Or push it to github?
I only have access to the net through a public terminal...

Changes to main-sdl.c:
Line 378 : change GfxModes from 5 to 6

Add line to the GfxDesc struct just below:
{"64x64", "64x64.png", 64, 64, "pref file name", 0, 0, TRUE},

"pref file name" maybe "shockbolt" which will use pref file shockbolt.prf

The two zeros point to a co-ordinate on the .png file which denotes the transparent colour.

Hope it helps...
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Old January 11, 2011, 15:21   #63
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Quote:
Originally Posted by Omnipact View Post
I only have access to the net through a public terminal...

Changes to main-sdl.c:
Line 378 : change GfxModes from 5 to 6

Add line to the GfxDesc struct just below:
{"64x64", "64x64.png", 64, 64, "pref file name", 0, 0, TRUE},

"pref file name" maybe "shockbolt" which will use pref file shockbolt.prf

The two zeros point to a co-ordinate on the .png file which denotes the transparent colour.

Hope it helps...
Thanks! I'll try and add this myself, with a pinch of luck I might just make it.

Edit: There's no such file in any of the Angband file folders. I'm using Angband 3.2.0.

Last edited by Shockbolt; January 11, 2011 at 15:30.
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Old January 11, 2011, 21:36   #64
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Did you download a binary package? You'll need to downlaod the source code, make that change, and compile it...
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Old January 12, 2011, 10:38   #65
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Quote:
Originally Posted by ekolis View Post
Did you download a binary package? You'll need to downlaod the source code, make that change, and compile it...
*headslap* The thought was in my mind late last night....will have a shot at it later today after work. Thanks for the tip!

Edit: I made the changes to the file mentioned above, saved and then tried to compile the src folder, but the attempt got me a list of errors before quitting. I'm giving up on adding the codes myself and instead focus on painting the tiles.

Last edited by Shockbolt; January 12, 2011 at 17:12.
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Old January 12, 2011, 21:46   #66
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More mixed tiles, general items, food and a mix of weaponry this time:


Last edited by Shockbolt; April 15, 2014 at 19:40.
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Old January 12, 2011, 22:37   #67
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We devs are trying to get a windows version with 64x64 tiles built... sorry it's taking awhile and keep up the amazing work!!!
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Old January 13, 2011, 00:48   #68
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Wow, these are amazing! Are you a graphic artist by trade?
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Old January 13, 2011, 11:04   #69
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Quote:
Originally Posted by awldune View Post
Wow, these are amazing! Are you a graphic artist by trade?
I've got two jobs currently, as it's close to impossible to live in norway and make a living off of the artwork alone.
So in periods I'm a freelance digital artist both during the day and evenings(and long into the night), working mainly for the games industry but I've also had a few concept art jobs for the movie industry as well. In addition to this, I'm working on several personal projects including a fantasy graphic novel and a series of iphone games based on the same characters/universe. Hopefully a few of the iphone games will be launched sometime in 2011, the codes for them are being put together these days.
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Old January 13, 2011, 11:11   #70
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These really are amazingly good. If you complete the set of tiles, you will surely become a hero within the Angband world.
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