If you are working on tiles, can you at least think about decoupling the graphic window from the rest of the text?
Being forced to use the same grid size for the graphic cells and for the text completely defies the point of tilesets. I know the old versions based on Whales Cataclysm could do this.
[quote=“HRose, post:201, topic:1854”]If you are working on tiles, can you at least think about decoupling the graphic window from the rest of the text?
Being forced to use the same grid size for the graphic cells and for the text completely defies the point of tilesets. I know the old versions based on Whales Cataclysm could do this.
Admittedly that doesn’t mean it’s decoupled - it could just mean that it’s coupled but tiles are two spaces wide.
I do agree that a complete decoupled is probably the most desirable way to go, but it may not be the most time-efficient way to go. And there’s the question about how much it adds.
Tiles are decoupled mostly from font size. In the main game screen it shows as many tiles as possible that fit within the fontwidth * view width, fontheight * view height values. I am pretty sure that’s the only part that explicitly is restricted by font size. Keeps the game in the same screenspace as curses versions while restricting the per-screen viewable area a bit.
How’s progress coming along on Scenarios? I know tilesets are the big thing, but I keep finding mission items like black boxes, and it makes me wonder how that’s gonna work.
Of course, I can’t figure out the quests that are already in the game, so go figure.
Scenarios have gotten very little attention lately, I’ll write up some notes Saturday and Sunday on scenarios in addition to the other KS goals. I am open to suggestions for what should be supported by it.
Umm… Because the versions aren’t even close to being compatible? There are over 1000 code commits between version .7.1 and the upcoming version .8 alone, each one of which has the potential to break things. Not to mention we’ve added in mac compatibility and SDL compatibility (both things which the tiles need to be compatible with).
Also note that until .8 is officially released the experimental will still be listed as .7.1, despite the fact that it will be something like 95% the same as version .8.
Also ignore DownUnder, it’s just LazyCat again (and what he’s saying isn’t even true anymore).
I feel like you have some legitimate complaints. I myself wonder why they cannot just ask Gremour for help.
Explain your side of the story, Lazy Cat. I want to hear how you and them got so… feuding against eachother. This kickstarter thing seems kind of weird, I’ll admit, but I think it’s for the better. I hope so, atleast. But throwing money at something doesn’t necessarily make it better.
I saw this screenshot (it will probably disappear in the next few hours), anyone knows how it can be achieved?
The best thing for me would be having all text like that, and 9x9 ASCII for the graphic. If the two are truly decoupled and if that font already works, then I guess I could simply load the 9x9 ASCII as a bitmap.
What do you mean how can it be achieved? There’s nothing unusual there except perhaps a nice font, which is supported, and basically arbitrary fonts and tiles will be interoperable.