Welcome to GameHourz.com!
FAQFAQ      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

{NPP} Feature request

 
   Game Forums (Home) -> Roguelike -> Angband RSS
Next:  {all} Sleeping Monsters  
Author Message
FatHam

External


Since: Apr 11, 2005
Posts: 6



(Msg. 1) Posted: Sat May 06, 2006 11:42 pm
Post subject: {NPP} Feature request
Archived from groups: rec>games>roguelike>angband (more info?)

Hello.

I would like to see two new features in NPP angband.

1. I sell stuff to a store and I have lots to sell. When I press 's', a
list of items appear. Normally, I have to press each time I sell an item
an alphabet which corresponds to that particular item I want to sell.
How about 'enter' as a default selection which selects the first item in
a list? This applies to everything which includes a list of items, for
example indetifying items, or more generally, whenever a list of item is
available to be processed. So, if I want to do something to a multiple
items, pressing enter would select the first item in the list.

2. There seems to be two kinds of maps of the dungeon. First one is
accessible by pressing 'M' and second is accessed by selecting menu
"options->map". How about getting a choice which one to be displayed
when pressing 'M'? Latter is much more detailed and helpful when
navigating in the dungeon and it should be as easily accessed as ASCII
map (by pressing 'M').


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?

 >> Stay informed about: {NPP} Feature request 
Back to top
Login to vote
Mondkalb

External


Since: May 12, 2005
Posts: 100



(Msg. 2) Posted: Sun May 07, 2006 12:06 am
Post subject: Re: {NPP} Feature request [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

As for graphics in general, just my 2 cents: I would never even
consider to play a variant without graphics.
The ASCII "graphics" make my eyes ache and it ist completely impossible
for me to stare at a black screen with tiny little letters und numbers
for more than 10 minutes.

I know, that this isn't the point of view of the majority.

I started playing Moria on the Amiga back in the 80s only because it
had graphics and even better, menus. This made it more newbie friendly
than any other variant at that time.

 >> Stay informed about: {NPP} Feature request 
Back to top
Login to vote
Joshua Rodman

External


Since: Sep 20, 2005
Posts: 74



(Msg. 3) Posted: Sun May 07, 2006 6:29 am
Post subject: Re: {NPP} Feature request [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2006-05-06, FatHam <nospam RemoveThis @address.invalid> 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.
--
Grim. Grom. Grümmer.
 >> Stay informed about: {NPP} Feature request 
Back to top
Login to vote
Rubinstein

External


Since: Apr 25, 2005
Posts: 274



(Msg. 4) Posted: Sun May 07, 2006 10:07 am
Post subject: Re: {NPP} Feature request [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andres Zanzani wrote:
> In data Sun, 07 May 2006 09:06:39 +0200, Mondkalb
><seoman_mondkalb.RemoveThis@yahoo.com> ha scritto:
>
>> As for graphics in general, just my 2 cents: I would never even
>> consider to play a variant without graphics. The ASCII "graphics"
>> make my eyes ache and it ist completely impossible for me to stare at
>> a black screen with tiny little letters und numbers for more than 10
>> minutes.
>
> for me is exact the opposite. Never played with graphics Smile

For me it's something inbetween: my very first roguelike was Nethack
with tiles and without this version (Qt Nethack, which has by far the
best and only convincing tileset of all roguelikes IMO) I would never
have gotten into these new (for me at this time) kind of games. Years
later I learned the fun and advantage of playing in ASCII, not at once
of course (I needed ~1 week to get used to it) but then never went back
to tiles, other than just out of curiosity and dropped again very soon.

I think tiles are a good thing to pull real newbies into the game, but I
pray they never will be something what the majority demands, so that
ASCII support would be slowly neglected as a result.

Besides, on a small 15" monitor and a real Linux console (no framebuffer
which always was pretty blurry on my system) with the proper font, there
are no "tiny little letters and numbers" but big, crispy, living letters
and numbers which sometimes scare me to death. Wink

R.
--
under redocoration.
 >> Stay informed about: {NPP} Feature request 
Back to top
Login to vote
Andrew Doull

External


Since: May 05, 2006
Posts: 50



(Msg. 5) Posted: Sun May 07, 2006 10:16 am
Post subject: Re: {NPP} Feature request [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

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
 >> Stay informed about: {NPP} Feature request 
Back to top
Login to vote
Display posts from previous:   
Related Topics:
[angband] Feature wanted - Dear all, How I would like to have a place where my temporary resistance are shown :-) Poison, cold and all -- and heroism -- A.O.

Poll: How much time do you use fo ra win. - Hi all. In "Collected Vanilla wish list" thread I have discussed with Pete and Cliff and then a question raised: How many hours do you usually need for winning the game. Not turns, hours. Real Time. Just playing time, don't count lunchtime....

[Z] arrows of wounding? - I picked up some of these -- arrows of wounding, 3d4, (+1,+3), which struck me as pretty pitiful. Do they have some damage multiplier I know not wot, or are they basically just arrows, +1 to hit, +3 to dam? And if so, what does "of wounding"...

When you really need to kill a lot of monsters... - I have an exception to Cliff's rule of not clearing pits. My current gear, class is NPP rogue. Swap: BoC *Slay Demon*, Acid/Fire brand halberd. Sling of Buckland Barahir(+1) RoSpeed(+8) Elessar [ Heal activation ] Thalkettoth Colannon Anarrion..

[O] shop oddness and some observations - really enjoying the new versoin... recalled back from 700ft...after having drank salt water so weak with hunger. Made it to the general store but...stepped into the doorway and nothing. Wouldnt let me in. I dont have odd options like stores closed or..
   Game Forums (Home) -> Roguelike -> Angband All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]