Temple of The Roguelike Forums
Development => Programming => Topic started by: eclectocrat on April 08, 2013, 08:18:16 PM
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Hey!
I make the game www.mysteriouscastle.com. It's got a nifty isometric interface with full support for iOS, pinch zoom (next version!), pixel perfect object selection, and some other crap.
Anyway, I'd like to make a version of Angband that runs atop the isometric engine on iOS, it'd be quite fun in my humble opinion. I have looked through the source code and am beginning to understand what the renderer is doing, but I'm just grasping at straws to figure a few details out.
1. Any tips for a graphical port?
2. I remember, and my google search turns up, Iso-Angband, but can't find the source code to see how they did ISO graphics with it.
3. How does one distinguish when rendering a UI element vs a Map element?
If any of those questions seem dumb, they probably are, I just thought I'd get a heads up from some pros.
Thanks!
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Have you tried pming Hajo? He is apparently not active any more, but a pm may ping his email and allow you to get in touch with him directly. Here are reference threads on the project for anyone who wants to avoid google http://angband.oook.cz/forum/showthread.php?t=3594 (http://angband.oook.cz/forum/showthread.php?t=3594) http://forums.roguetemple.com/index.php?topic=487.60 (http://forums.roguetemple.com/index.php?topic=487.60)
I cannot offer you any real help since I've never touched the Angband source, but it sounds like a fun project, so good luck :)
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Thanks everyone, I ended up asking on the reddit.com/r/roguelikes page and got a link. Angband rendering is so wacky, but I hope that in a couple of months I'll have another graphical variant. I've chosen (along with a buddy) to work on a custom ZAngband fork to test with the renderer, as I love the wilderness generation and I have a bunch of wilderness tiles.
Thanks dudes and dudettes!
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It took a while to thaw me from my cryotank, sorry for the late reply. Indeed, the PM triggered the wakeup sequence ;)
If you need help, just ask. It might be possible that I can help, but Iso-Angband used some rather tricky solutions to display the dungeon, and it wasn't even very reliable.
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It took a while to thaw me from my cryotank, sorry for the late reply. Indeed, the PM triggered the wakeup sequence ;)
If you need help, just ask. It might be possible that I can help, but Iso-Angband used some rather tricky solutions to display the dungeon, and it wasn't even very reliable.
Cool! I may have questions for you, but I'm still trying to comb z-term.c to find out how in the hell do I know when I'm asked to render the map vs. a UI element. I imagine that Term_pict is the function I need to understand, I'll need to make some time in the coming months to really wrap my head around it all. If I can figure that out, then I'll be A-Ok!
I may re-initiate your thaw sequence with another PM in the coming months :)
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I gave all the map tiles an attribute:char pair with the high bits set (0x80) so it was possible to tell them from ordinary characters.
I'm looking forward to your project. ZAngband should be a good base since it has much more visual diversity than vanilla Angband. But you'll be really busy drawing all those monsters, and for some I never could figure out how they were meant to look like, so best of luck with that :)
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I gave all the map tiles an attribute:char pair with the high bits set (0x80) so it was possible to tell them from ordinary characters.
I'm looking forward to your project. ZAngband should be a good base since it has much more visual diversity than vanilla Angband. But you'll be really busy drawing all those monsters, and for some I never could figure out how they were meant to look like, so best of luck with that :)
Wow, that's exactly what I was looking for, nice. As far as graphics are concerned, I'm using David Gervais' tileset from dungeon odyssey. It has TONS of creatures, but I don't yet know If I'll have to prune any monsters from the game.
Thanks for the insight, suddenly this seems much more tractable.