On 2006-05-07 08:29:05, Joshua Rodman
<jrodman RemoveThis @duckerDOTorg.fake.domain.example.com> wrote:
> On 2006-05-06, FatHam wrote:
> > Hello.
> > Best regards.
> >
> > PS: What is the situation of graphics (tiles) development in NPP? There
> > is now lots of carets, dots and percent signs on the screen after new
> > terrain system addition? Is there any guidelines to develop graphics? I
> > have edited 8X8.BMP and GRAF-XXX.PRF so that every aspect in dungeon's
> > environment has it's own graphical representation, but my guess it that
> > there has to be some more general guidelines to do that. Graphical tiles
> > are (IMHO) very important aspect of the game, so something has to be
> > done to keep these tiles updates. Suggestions?
>
> Briefly, there is a file which maps items to a tile bitmap location, so
> it is necessary to both add the offsets into the graphic file, and add
> images to the graphic file.
>
> I share the view that graphics are an important feature, and find the
> congitive model I build in a graphical angband is more accurate, and the
> visual differentiation allows me to build different stories behind each
> monster more easily than letters. I'd love to "support" someone who
> wants to update the tiles, but beyond making the edits, and possibly
> doing scripting to disassemble/reassemble the tilesets, I don't think I
> can offer much.
>
> Our opinions of tiles as important are definitely minority views, at
> least among angband developers. The NPP devs (Jeff and Diego) seem to
> have at least tried not to break any tile functionality that already
> existed, but I believe you won't find them interested in doing a lot of
> work to improve tile support to fit the new features.
As an 'angband' developer, I find graphic tiles are important for one reason:
they allow me to justify to my fiance, friends, colleagues what the heck I
spend all my spare time on. A screen full of letters, I have to apologise for:
a screen with isometric 256 colour graphics, I don't.
Having said that, Unangband is guilty even more so than NPPAngband of adding new
'stuff' and not mapping graphical tiles for this.
I am extremely conscious of this, and wrote (with much help from Mogami) a
graphical utility within the game that allows you to assign graphics to tiles
in a much more friendly way than the default graphic helpset. This has also
been adopted by Hengband, and includes the ability to scroll around the graphic
tilespace in 2-dimensions, and the ability to copy and paste tile assignments
from one 'element' (object / feature/ monster) to another. This adds on to the
improved knowledge menus in many variants.
The Unangband CVS also includes an auto-tile sizing feature, that means that the
main window will automatically adjust the ratio of tile to text size to ensure
as much as possible that none of the tile graphics are scaled away from their
default size. This is unfortunately only in Windows, as this is the only
platform I can test graphics on at the moment, and will be in the next release
of Unangband (0.6.1).
I have also got isometric graphics 'sort-of' working in Unangband on Windows.
I've detailled the drawbacks including horrendous performance, and constant
screen refreshes in another google post, but it is good for screenshots at the
very least.
I've tried to not to re-order the object / monster / terrain files, so that any
work assigning tiles in Unangband should at least mostly be useful in Angband
and other variants that haven't re-ordered these files.
Andrew
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