The silhouette sprites are awesome looking, good job. Are you planning to make similar for players, or just sticking with the @?
Thanks
I want to keep the @ as a tribute to roguelike tradition. But I want to give it different colors by player class, and I think Angband has some support for that already, but I haven't found out yet how to configure it.
And suggestion when you get to the varying, maybe modify the town generator to be a bit more interesting? (a circle around the stairs, maybe a river going through the town with bridges over it, trees, etc )
I want, but I'm not sure of the right way of doing it. I could modify the Angband town generator itself, or I could try to fake some decoration on the display level. I assume some day I'll modify the Angband base code anyways, but at the moment I feel a bit undecided about the right way to do it. A better town is on my list, though.
Also, how big is that window, and will the top right box be hide-able?
The main window is resizeable, so you can adjust it to your needs. You can have up to 8 sub-windows, and in the Angband display options you can choose what information each sub-window will show. The map display will work only in the first sub-window though, the one labeled "Angband". I might supply a smaller font as well, so that the sub-windows can show more information in the same space.
The menu box can't be hidden, but you can drag a terminal window over it and make use of the space (I hope that this actually works correctly).
That's pretty cool looking.
Thanks
Does it run fullscreen too?
Yes, you can edit the lib/user/sdlinit.txt file and change the line "fullscreen = 0" to "fullscreen = 1"
I noticed the terminal windows. Are they all completely separate windows, or all windows within the main window?
SDL supports only one real application window. The sub-windows for the terminals can't be displayed outside the main window.
At this point I want to send thanks to the original authors of the main-sdl.c who made the subwindows and all the goodies available. My work is really just some refinement of existing code, and the new map display.
There is a new version out, with some more monster and item graphic configurations, and a reworked menu area, which makes better use of the screenspace:
Download, Windows version (5mb):
http://sourceforge.net/projects/yanotavar/files/r004/