[quote=“Chase, post:50, topic:5029”]Actually the game already has the ability to load from a bitmap font, in fact I had to update that bit of loading code for the SDL2 conversion. You just have to point the typeface definition at a bmp or png file (which has to be in data/font/).
Not sure if this is what you have in mind.[/quote]Heh, it certainly appears to work. However it kinda immediately becomes apparent why it’s not a terribly good way for the game to run - even with a 10x10 set, the width of the sidebar increased 25% from what it originally was. Cataclysm’s point of issue there is the sidebar - it’s the reason square fonts are hard to use.
With the hybrid SDL/Tiles setup, the sidebar would be displayed with the usual 8x12 console font, which is perfect for displaying text, whereas the actual viewport would be rendered in ASCII/Graphics tiles of whichever size the user wants.
So it’s kinda what I had in mind, except I wanted the bitmap ASCII only used in the viewport, not for the UI. Not to mention that it does not address the missing tileset tiles, and the fact that the set can’t be transparent, otherwise all UI menus will be solid blocks of color.
edit: Elaborating a little more on how I see the “perfect” way for the game to work. Take Dwarf Fortress. It has “tilesets”, and “graphics sets”. Tilesets are the pink-background things I posted above - 16x16 tile ASCII pages. “Graphics sets” are what Cataclysm right now calls “tilesets” - collections of replacement graphics for creatures. But with a twist - keyword being “replacement”.
Graphics sets are made to match a given size of tileset, and just as there are many tilesets, there are many graphics sets, some of which even include their own painted-up tilesets - and anything a graphics set does not define, simply renders as it would have rendered without the graphics set installed.
Bottom line being, ideally a C:DDA “tileset” must become a “graphics set”, that overrides the tiles only for the things it defines, with the rest of the game using a provided ASCII page to display everything.
This relates to this Tileset Editor program in the way that it provides a feasible workaround for the game not doing the above at the moment. If the Tileset Editor itself can make a C:DDA “tileset” comprised of ASCII tiles out of a provided ASCII sheet, then the current game will be able to functionally look and behave the same as the hypothetical version of the game with ASCII fallback for missing tiles - except in this case the missing tiles will be pre-defined in ASCII.
And like I stated before, this program already does that, with the only caveat being that it doesn’t allow loading a premade bitmap ASCII sheet, so that the ASCII tiles used match the style of the rest of the tileset. Add that little capability, and barring any bugs with hardcoded graphics elements, it will be perfect.