Necro
Rookie
I probably have longer hair than you...and a better mustache.
Posts: 35
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Post by Necro on Aug 23, 2008 13:18:07 GMT -5
Right now, many of the features and creatures of the game have no graphics. I was wondering if how they work or if how the could be updated is known by anyone.
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Post by Gando on Aug 23, 2008 13:34:50 GMT -5
The point of angband related games is that they are low/no graphics games. This IS intentional. You CAN play with tilesets (see the menu item) to make it a little more graphical. I recommend playing without graphics as the game is alot clearer that way but do what makes you most comfortable.
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Post by Variaz on Aug 23, 2008 14:50:14 GMT -5
To edit them, you can edit the 16x16 tiles, and then play with the .prf files in the "user" directory to have them display(don't remember the exact files).
However, right now, updating the graphics isn't a priority. In fact, I don't have any plans for that at the moment, especially with the main quest not being completed. There's no point in making graphics, only to drop them later due to the way that game developped. Better focus on content than graphics.
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Post by Gando on Aug 23, 2008 19:21:44 GMT -5
I agree about focusing on content. But not just because content is so important...I think if you do end up with snazzier graphics you need to leave a version for those with low end machines that is still ascii based.
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Necro
Rookie
I probably have longer hair than you...and a better mustache.
Posts: 35
|
Post by Necro on Aug 23, 2008 21:39:41 GMT -5
Gando, I was curious because I was contemplating making an item editor as manualy editting the files is a bit...tedious and I wanted to include graphics in it...and I always play with the graphics on as its easier on my eyes to tell what's what. That said, I have figured out at least some of the basics, per screenshot bellow of the crystal shop with its own tile: Thanks for the hint variaz . I haven't figured out how monster tiles are asigned but terrain works. The way it works is the graf-new.prf is used for the 16X16 tiles. The format is as follows: Type:Entry:Row:Column Type is the first letter of the _info file (k for k_info, r for r_info, etc) then the entry number in the file then the row in hexidecimal sarting with 0x80 then the column starting with 0x08 for instance, adding "R:1500:0xAB:0x83" will cause one set of Jindar soldiers to use a warrior tile. Horay! Oh, and if there is interest in a item editor (windows only), I could post a mock up. I am already developing my own gui tool set. gui
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Post by divinefistoka on Mar 22, 2009 10:55:23 GMT -5
While we are wishing (for a graphics set completely updated) I'd like a pony...
But seriously, I agree that graphics are not a priority, but when they are i have a suggestion... The favorite graphics engine i have seen for a roguelike was in Linleys Dungeon Crawl. (now just Crawl) with a rather... large set of tiles. I'd like to see this adapted for a *band with a extra window that would display the close up graphics, while the main window (that exists now) would remain the same as always. That way folks who want the nice graphics can use them (in a scaled down area, so that it centers mostly on just where you are and the 6*6 or 7*7 area around you, whereas the main screen is the same as always. That way fancy graphics could be optional, but folks who want em could use em.
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