Re: Graphical ideas for *bands
- From: Antoine <antoine.from.rgrd@xxxxxxxxx>
- Date: 29 Apr 2007 17:10:06 -0700
On Apr 30, 8:22 am, Andrew Sidwell <a...@xxxxxxxxxxx> wrote:
pete m wrote:
Leon Marrick wrote:
The recommended place to view this post is at
http://angband.oook.cz/forum/showthread.php?p=154#post154
I have a more pedestrian question: should the overhead map be rendered
in graphics mode, or should it use the default character mapping? I
usually use a tiny font for that window, if I use it at all. But the
big tile sets are completely unintelligible when rendered at point-
size 9 or 10.
Related:
Robert mentioned in his TODO file that he wanted to allow overhead map
windows to use a special 2x2 or thereabouts tile set, so that monsters
could be a blob of e.g. red, the player could be a blob of blue, and so
on. After fiddling a bit, I think that may not be such a bad idea.
I do this in my (completely different) roguelike, except the tiles are
5x5.
A.
.
- References:
- Graphical ideas for *bands
- From: Leon Marrick
- Re: Graphical ideas for *bands
- From: pete m
- Re: Graphical ideas for *bands
- From: Andrew Sidwell
- Graphical ideas for *bands
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