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Author Topic: New forum member, new character set.  (Read 1823 times)

GFXiNXS

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New forum member, new character set.
« on: October 02, 2008, 12:16:40 am »

Updated with smooth walls.



Features:
Anti-aliasing
Curved rivers (world map)
Animated rivers/brooks (requires water depth display off)
New smooth walls
Basic deviations from original ascii counterparts.

Comments/Critique welcome
« Last Edit: December 21, 2008, 11:56:15 am by GFXiNXS »
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Warlord255

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Re: New forum member, new character set.
« Reply #1 on: October 02, 2008, 01:14:11 am »

A random interjection; Why do your dwarves look like merfolk?
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GFXiNXS

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Re: New forum member, new character set.
« Reply #2 on: October 02, 2008, 02:42:54 am »

General slackness on my behalf. That, and fitting beards into an 8x8 grid is somewhat of a challenge.
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PTTG??

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Re: New forum member, new character set.
« Reply #3 on: October 04, 2008, 02:00:35 pm »

Welcome to the Forums! Looks like a great set you've got there, especially those walls! Here's a secret; black is allways black, so for your barrels, adding a black border helps them look more rounded. The same is true with cages.
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GFXiNXS

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Re: New forum member, new character set.
« Reply #4 on: October 05, 2008, 06:02:48 am »

Thanks  ;D I'll give your advice a try. I should also note that the water animates  ;) I was quite proud when I got that functioning.
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worldspawn

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Re: New forum member, new character set.
« Reply #5 on: October 10, 2008, 08:57:55 pm »

Thanks  ;D I'll give your advice a try. I should also note that the water animates  ;) I was quite proud when I got that functioning.

Really? How'd you pull that off?
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GFXiNXS

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Re: New forum member, new character set.
« Reply #6 on: October 10, 2008, 09:37:57 pm »

Basically there are two water tiles, and on each I drew out a tilde (~) twice, on the upper and lower parts of the tile, each at different offsets.
To represent this I'll use numbers (1 to 9) to represent the drawn pixels, "-" to represent non drawn pixels (eg, the pink transparencies) and "|" to represent the edge of the tile.
So rather than |-123-|, I would do |23--1| so that the pixels span from one edge to the next. When the tiles are drawn next to one another the sequence is still completed.
On each tile I have this sequence twice eg:
|23--1|
|3--12|
And given that there are two tiles to represent water I could just do the same thing, but with a variance on the first eg:
|3--12|
|23--1|
In this way as the water animation plays in game, and the sequence between the two tiles is shuffled, and the animation plays through.
Hopefully this makes sense, please feel free to harass me if a reitteration is required  :)
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