Author Topic: The Temple of Torment  (Read 233235 times)

getter77

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Re: The Temple of Torment
« Reply #120 on: May 16, 2014, 09:46:00 PM »
Might have best results asking Z / Zeno Rogue for some guidance in the matter.
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Aukustus

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Re: The Temple of Torment
« Reply #121 on: May 17, 2014, 11:18:04 AM »
I'm looking into it at the moment.

So I guess it does supports alpha layer. But you said libtcod doesn't support overlayed tiles. My idea was having items GFX over the floor tile GFX.

One option is always to just use single color background. End result would be exactly like this: http://upload.wikimedia.org/wikipedia/commons/1/12/NetHack_for_Windows_Screenshot.png (Even though in those tiles the single color background is drawn to the tile itself and not coming from the rendering code.)

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Re: The Temple of Torment
« Reply #122 on: May 17, 2014, 05:48:39 PM »
One option is always to just use single color background. End result would be exactly like this: http://upload.wikimedia.org/wikipedia/commons/1/12/NetHack_for_Windows_Screenshot.png (Even though in those tiles the single color background is drawn to the tile itself and not coming from the rendering code.)

But wouldn't that bring a problem when rendering inside a house and outdoors at the same time in the same screen instance?
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Aukustus

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Re: The Temple of Torment
« Reply #123 on: May 17, 2014, 05:55:39 PM »
One option is always to just use single color background. End result would be exactly like this: http://upload.wikimedia.org/wikipedia/commons/1/12/NetHack_for_Windows_Screenshot.png (Even though in those tiles the single color background is drawn to the tile itself and not coming from the rendering code.)

But wouldn't that bring a problem when rendering inside a house and outdoors at the same time in the same screen instance?

Yes. But my game has now grass inside houses too so it wouldn't change it to worse. I haven't figured out yet an alternative.

Edit: nevermind, I figured it out in 30 seconds. Now there's floor tile inside houses and grass tile outside houses.
« Last Edit: May 17, 2014, 06:11:51 PM by Aukustus »

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Re: The Temple of Torment
« Reply #124 on: May 17, 2014, 06:17:26 PM »
Yes. But my game has now grass inside houses too so it wouldn't change it to worse. I haven't figured out yet an alternative.
You should definitely find a better DLL to propel your game. This libtcod is castrating your project beyond words :(. I really wish you were into C# as my help with it would be "unlimited".
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Aukustus

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Re: The Temple of Torment
« Reply #125 on: May 17, 2014, 06:51:51 PM »
Yes. But my game has now grass inside houses too so it wouldn't change it to worse. I haven't figured out yet an alternative.
You should definitely find a better DLL to propel your game. This libtcod is castrating your project beyond words :(. I really wish you were into C# as my help with it would be "unlimited".

My new algorithm for handmade maps allows different types of floors now. I tested it quickly and now I can add lava, floor, grass and water efficiently. Houses in Marwal and ruins of Undershire will have wooden floors in the next release.

The more I program in language other than C# makes me think more how superior C# is. I love C# but however I think my game's been going great with Python, it's more about my skills than libtcod. My rendering code has one more line that allows rendering multiple types of floor at the same time.

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Re: The Temple of Torment
« Reply #126 on: May 17, 2014, 06:56:50 PM »
My rendering code has one more line that allows rendering multiple types of floor at the same time.

Nice! So now we can have overlayed items! But are we still bound to single color transparency or PNG with alpha layer can be used now?
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Aukustus

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Re: The Temple of Torment
« Reply #127 on: May 17, 2014, 07:01:40 PM »
My rendering code has one more line that allows rendering multiple types of floor at the same time.

Nice! So now we can have overlayed items! But are we still bound to single color transparency or PNG with alpha layer can be used now?

There's nothing that can be done about overlaying tiles. It's still single color transparency which I think is the only con in libtcod that I've experienced even though I like the way my floor tiles are partial and not whole 16x16.

Aukustus

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Re: The Temple of Torment
« Reply #128 on: May 17, 2014, 07:27:03 PM »
Minor testing with transparent tiles and background color: https://dl.dropboxusercontent.com/u/95372567/ColorTest.png

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Re: The Temple of Torment
« Reply #129 on: May 17, 2014, 07:52:32 PM »
In my humble opinion I think it looks MUCH better now, though I believe that the floor out of sigh should be displayed in its associated color in a darker tone and not just black. What you think?
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Re: The Temple of Torment
« Reply #130 on: May 17, 2014, 07:54:09 PM »
Going to see Godzilla so I might only get back to you tomorrow. Anyway, wish me luck ;)

PS: I'm very interested in your project (in case you haven't realized it already). So keep it up!
« Last Edit: May 17, 2014, 07:55:58 PM by Endorya »
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Aukustus

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Re: The Temple of Torment
« Reply #131 on: May 17, 2014, 07:55:36 PM »
Have fun!

I think it's fine too to have the black changed to color. I'll make every tile transparent in case I'll switch to that single color system.

Aukustus

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Re: The Temple of Torment
« Reply #132 on: May 18, 2014, 03:50:14 PM »
Floor tiles visible outside of fov with 3 different floor textures: https://dl.dropboxusercontent.com/u/95372567/Visibility.png

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Re: The Temple of Torment
« Reply #133 on: May 18, 2014, 06:32:53 PM »
Ít looks way better now. The fact the floor is fully displayed adds this homogeneous feeligng. I'm going to redraw the floor tile you are using because I'm brewing an idea. I'll post a pic soon with the results.
« Last Edit: May 18, 2014, 06:34:35 PM by Endorya »
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Re: The Temple of Torment
« Reply #134 on: May 18, 2014, 07:34:25 PM »
Ok. I made some changes to some tiles.

https://www.dropbox.com/sh/pxj81mofhrv42p9/AAB5oiZWm6WQz0bLlxZLugUza#lh:null-TOT_NewGfx.png

I draw the tiles in a way so that items won't look too weird, you know, having a black area around them. Nonetheless the items can fixed by just adding some minor noise around them to fully remove that undesired feeling.

Your thoughts?

 
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