RetroDays Tileset

Thanks everyone. :slight_smile: And sorry for missing those comments; I don’t check in here every day.

So far the pattern seems to be that I feel like coming back and playing CDDA periodically, and that’s when I’ll usually update the tileset. Suggestions are fine, though I can’t promise I’ll like them. :wink: Technically though anyone can update the tileset if they want to - like anything in CDDA.

Anyway, I don’t have solid plans for an update right now, but it is likely to happen at some point. In the meantime, I’m guessing the ASCII fallback is picking up the missing tiles, at least?

Yes it is. A good example is the new substation buildings and zombie technicians, that show up as ascii.

I don’t know if this is the right place to ask this, but, if I were to update the tileset, how would the process be? I tried fiddling with the editors that are out here in the forums, but… I failed miserably. Do you tileset creators do all the config editing by hand? Is there a tutorial to it somewhere?

Well, there’s this page on the wiki.

You’ll probably find your own preferred workflow, but what worked for me was using Notepad++, the Windows calculator utility and Photoshop*. In photoshop I enabled the rulers and grid, and configured them to match the size of the tiles (which works nicely when they’re 10x10 pixels). Multiplying the row by the column for any given tile gives me its index number.

I imagine that using one of the tileset editors would save you from having to fiddle with the tileset json by hand, but I prefer working on it as one big image in photoshop rather than needing to save/copy out individual tiles for the editor. Easier to refer to/duplicate/alter existing tiles, and it’s just what I became used to.

*The psd file I used for RetroDays is available on its Nexus page.

Cool, ill start doin some stuff then.

Ive been having issues with how the smoke just covers everything so im looking into a updated version that shows some stuff behind the smoke… my chars love to take a cigg and inside it really blocks up quickly. ASCII version just shows white dots that dosent block in the same way.

Ive sketched some smoke with strong inspiration from the “original smoke” in RetroDays.

Need to test it out ingame to get a real glimps of how it looks

My idea is that the black parts will be “see thru” areas.

Ops… hmm well im at work so dont really have the tools to scale it for the forum :smiley:

If i ever get around to it i would really want to try and code a difference for “light smoke” and “heavy smoke”… a cigg making the same smoke as a forest fire is a bit weird. Same with car fumes and other stuff.

Havent really had a look at the editor / code… so how hard would it be to add a new"item" all together and bind it to certain events?

I mostly avoided having tiles with transparent pixels, as with tiles being only 10x10 pixels, it often became a bit of a mess if you could see through bits of them; hard to tell what was what. Off the top of my head I only did it with the various blood splatters, as otherwise you could get a bit of blood on a doorway tile and suddenly not see that there was a doorway there anymore. I experimented with rain-drops and snow too, but didn’t like the way it looked.

For thin smoke of whatever kind it does make sense, though I’d have to see it in action to see how it works out. Actually I seem to remember seeing mention that exhaust and whatnot was possibly going to be changed so that the player character could see through it…

“Smoking X” smoke and “it’s on FIRE” smoke are separate smoke fields, at least in experimental, so they should get different tiles. (Frankly, smoke from your smoking might not be worth a tile, since it’s not a hazard.)

Exhaust will probably be changed to a similar Less-Lethal smoke, but that hasn’t happened yet.

[quote=“KA101, post:128, topic:5201”]“Smoking X” smoke and “it’s on FIRE” smoke are separate smoke fields, at least in experimental, so they should get different tiles. (Frankly, smoke from your smoking might not be worth a tile, since it’s not a hazard.)

Exhaust will probably be changed to a similar Less-Lethal smoke, but that hasn’t happened yet.[/quote]

Ah, great! Thanks for the info. Then i just have to find the correct tile and link it i guess.

But how will i be able to feel like James Dean if i dont leave smoke from my cigg while riding my hog :frowning:

But honestly, i think it should leave small white puffs of some sort on a see thru background. The smoke itself masks scent (according to the wiki atleast) so i feel should have some visuals if only to remind people that a: they r smoking and b: when the cigg runs out. Smoking is a strategic choice + gives morale, so the player should get updates about their cigg/joint/whatever.

Thank you, Antistar! That was pretty much what I was looking for :smiley:

For cig/weed/crack/meth smoke I used less textured, 30% transparent light gray sprite. That nailed it.
Playing with multitile can also yield interesting “curly” effect.

[quote=“cavefish, post:131, topic:5201”]For cig/weed/crack/meth smoke I used less textured, 30% transparent light gray sprite. That nailed it.
Playing with multitile can also yield interesting “curly” effect.[/quote]

I’ll have a look at ur work then :slight_smile:

Ah, partial transparency over the whole tile for smoke you’re supposed to be able to see through; that could work. I don’t think I did that anywhere in the tileset. Seems obvious now that you’ve said it.

(To be honest I didn’t give a lot of thought to drug-related smoke as my characters don’t smoke; it’s never seemed worthwhile.)

Edit: Although… after doing a quick and dirty test in photoshop just now it still looks pretty messy/unintelligible at 10x10 pixels. So I’m unsure about that. More testing needed, probably. :slight_smile:

As of today (7.9.2014) my 1 bit roguelike tileset has changed it’s licence, so it’s not free anymore. It doesn’t affect the retro days tileset, so no worries people, I licenced it as a free tileset for retro days, and it’s still free, but any future updates to my tileset are off limits.
It’s just a heads up, and on a side note RetroDays looks wonderful in Cataclysm!

[quote=“Trihook, post:134, topic:5201”]As of today (7.9.2014) my 1 bit roguelike tileset has changed it’s licence, so it’s not free anymore. It doesn’t affect the retro days tileset, so no worries people, I licenced it as a free tileset for retro days, and it’s still free, but any future updates to my tileset are off limits.
It’s just a heads up, and on a side note RetroDays looks wonderful in Cataclysm![/quote]

Thanks - and thanks for letting us know. :slight_smile:

Just to let people know, I’m working on an update for RetroDays. Pretty simple; just giving tiles to all the new stuff in experimental.

Although that said, I have tweaked some existing things a bit; I made rain and snow tiles partially transparent so that they’re less distracting. I did do the same with drug smoke in the end, like we were talking about earlier.

I’m not sure when it will be ready; maybe sometime in the next week. (And then I’ll have to remind myself how to make a PR.)

Just now my PR has been merged, which allows a separate font to be used for the overmap display. The base ASCII bitmap font used for RetroDays is pretty neat, do you think you could make a matching set of text font and overmap font to go with it?

Or maybe just find me the base bitmap font sheet so I can make a set myself?

That bitmap font is from HRose’s RetroASCII tileset; not sure where he got it from. In any case, it’s at the bottom of these images:

\gfx\RetroDaysTileset10\retrodaystiles10.png
\gfx\RetroDaysTileset20\retrodaystiles20.png

On my end I’ve actually already separated the font part out into a separate png file, as was recommended in another thread. Forgot to mention that earlier.

I’d like to see it as an overmap font too! I don’t really know the process though, so if you did it that would be cool.

It’s just four more lines in the fonts.json:

{ "fontblending" : true, "fontwidth" : 8, "fontheight" : 12, "fontsize" : 12, "typeface" : "curses_640x300.png", "map_fontwidth" : 18, "map_fontheight" : 18, "map_fontsize" : 18, "map_typeface" : "Haowan_Curses_18x18.png", "overmap_fontwidth" : 13, "overmap_fontheight" : 13, "overmap_fontsize" : 13, "overmap_typeface" : "Yayo_tunur_13x13.png" }

Plus of course you need to manually define the bitmap fonts that are in your fonts folder inside fontlist.txt.

Okay, here’s a simple hack-pack. There’s a 10x10 RetroASCII font, a 10x20 version, and a 20x20 version. You’re technically free to use them wherever, but this set assigns the 10x20 to the main font (so it’s readable), the 20x20 to the viewport font (so it’s all large and in your face if you have a big screen, since you can’t exactly zoom it without tiles), and the 10x10 to the map font (so that you see more of the area at once). Changing them around is a matter of switching things around in fonts.json.

https://dl.dropboxusercontent.com/u/4152380/Cata_RetroASCII.zip - Just extract into your cata folder. Make sure your terminal size isn’t set too high.