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Author Topic: Why Just Ascii and 16 Colors?  (Read 7384 times)

Random832

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Re: Why Just Ascii and 16 Colors?
« Reply #30 on: April 21, 2009, 04:06:35 pm »

Allow me to say my matters on this in the appropriate format:
漢字はとてもむずかしいしあくだしよくないです。
(Kanji are very hard, evil, and bad.)

But you wouldn't have to read a sentence - you'd just have particular shapes associated with each kind of creature. For example, instead of "", goats would be ""
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Smew

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Re: Why Just Ascii and 16 Colors?
« Reply #31 on: April 21, 2009, 04:10:08 pm »

The less DF has to do with Japan the better.

Grath

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Re: Why Just Ascii and 16 Colors?
« Reply #32 on: April 21, 2009, 04:10:17 pm »

And '羊' is a more clear symbol for goat... How?
Honestly, I think that ASCII is the best solution until Toady implements a split tileset, where you can make individual graphics for each creature, or (ha, not happening for a while) actual 3D rendering built in.
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Mondark

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Re: Why Just Ascii and 16 Colors?
« Reply #33 on: April 21, 2009, 04:13:24 pm »

until Toady implements a split tileset, where you can make individual graphics for each creature

Errr.... eh?
You can make individual graphics for each creature.  Check out Mike Mayday's graphics pack, and all the others.  Even better, I seem to recall something about different creature castes getting their own tiles in the next version too.
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Re: Why Just Ascii and 16 Colors?
« Reply #34 on: April 21, 2009, 04:15:50 pm »

I may point out that Kanji is not installed by default in some occasions
...
I doubt that anything but unicode is a proper option

DF does not use system tilesets. DF uses an image and takes from that. For all DF cares, you could use little pictures of the Brady Bunch as your tileset. That's why a Kanji graphics set is feasable at all. I have made several tilesets myself, and one graphics set. You can change these yourself.
Actually, I thought you made a tileset of some kind or annother, Akroma.

Right now, you are limited to creatures. In the future you can create tiles for everything.

@Grath: As Mondark said, we already have creatures tilesets- or "graphics Sets". I believe that the majority of DF players already use them.

@Smew: No nationalism or I'll sic my cats on you.

@Random: Grath has a point. I personally would prefer "g". That doesn't mean that a Kanji Graphics set would be awesome, it just would be a bad idea for it to be default.
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jaked122

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Re: Why Just Ascii and 16 Colors?
« Reply #35 on: April 21, 2009, 05:22:18 pm »

DAMMIT when will people learn not to mess with perfection

Sowelu

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Re: Why Just Ascii and 16 Colors?
« Reply #36 on: April 21, 2009, 05:42:01 pm »

The colors thing isn't a curses thing, unless there's some curses interface to OpenGL that I'm not aware of.
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Untelligent

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Re: Why Just Ascii and 16 Colors?
« Reply #37 on: April 21, 2009, 07:11:56 pm »

First of all, I had no idea what the hell "kanji" was until someone pointed out it was a japanese alphabet earlier in the topic, and I'm guessing most of the DF players have no idea what the hell it is either.


Second of all, one of the raw files has 256-value RGB color arguments. It still appears to round to the nearest 16-color color, but it is nonetheless a placeholder and a sign that Toady is eventually planning to implement expanded colors. As to when that will be, I can't say, but he definitely appears to be planning to implement it.
« Last Edit: April 21, 2009, 07:13:32 pm by Untelligent »
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MrWiggles

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Re: Why Just Ascii and 16 Colors?
« Reply #38 on: April 21, 2009, 07:20:53 pm »

I may point out that Kanji is not installed by default in some occasions

on my sadly way too old computer, all kanji on shows up as a rectangle

I tried to install it on my PC, but since my version of windows XP, like all non free-ware programms on this PC, is a pirated copy, I have no such thing as a "installation CD" which seems to be required


I doubt that anything but unicode is a proper option
As its been stated, the Game doesn't call the ASCII character set from your computer libraries, it calls the character set from its own library. So, its a none issue if asian character set aren't on your computer.


If my brief forays into coding are to be trusted, the colour limitations are probably to do with the libraries Toady uses. A lot of the old bay12 games used Curses and that had the same colour limitation.

I could be horribly wrong though.

I think there less of a chance of this happening, with Kanji, or with most asian scripts then there with ASCII set. Though what would be the chances of a
Code: [Select]
[C]at h[U]man, [N]aked mole dog, [T]iger in that one special way to be possibly offensive.

As for it having presence, I didn't mean to insinuate, that it was accepted just, that it would be recognized as 'oh, that noth language type dealie, okay. loo[k] at that, its a Green. Much in the same like you don't need to know that the Statues are represented by Omega Symbol (FUCKING GREEK HOLY HELL), of that weapon racks? are the square root signs. It just a picture to represent something.

I picked more characters to keep in theme with the ascii feel, while providing a deeper pallet.

Edit: Used the underline tag accidentally
« Last Edit: April 21, 2009, 08:14:03 pm by MrWiggles »
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Sowelu

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Re: Why Just Ascii and 16 Colors?
« Reply #39 on: April 21, 2009, 07:24:02 pm »

o_o;;

"curses" is a programming library that lets you write terminal-style games (80x25 usually, ASCII, can be sent over telnet easily, etc).
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qwertyuiopas

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Re: Why Just Ascii and 16 Colors?
« Reply #40 on: April 21, 2009, 07:32:42 pm »

http://www.bay12games.com/forum/index.php?topic=34384.msg522765#msg522765

I posted it as a joke, but it is a great example of how much you can squash the tileset and still retain a unique image for each character.
Personally, if I had thought about it for a second more, I would have made it vertical instead of horizontal to fit more on the screen at once.

As it is, it shouldn't be that hard* to learn a tileset based off of 4x4 drect bit representations of the encoding integers, and openGL can direcly translate a character or int into a "bitmap" so no need for even an array, it could be generated to a texture from the start! Or even drawn straight from the data!
*at least compared to some forign language where the characters have a meaning and have large and small distinctions, as an ultra-compact character set focuses entirely on the small details and can fit much more on screen at once.

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Shad0wyone

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Re: Why Just Ascii and 16 Colors?
« Reply #41 on: April 21, 2009, 07:40:58 pm »

ASCII is fine as it is, but I have to agree with the more colors.
I'm looking at you microcline and orthoclase.
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Mel_Vixen

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Re: Why Just Ascii and 16 Colors?
« Reply #42 on: April 21, 2009, 08:03:42 pm »

A nice orange for Rosegold and maybe a light yellow for white-gold would be neat.
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qwertyuiopas

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Re: Why Just Ascii and 16 Colors?
« Reply #43 on: April 21, 2009, 08:06:38 pm »

It would probably be quite easy to extend it to 256 colors without breaking the feel of the game.
Since DF uses raw openGL, the full 256³ colors are available.
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G-Flex

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Re: Why Just Ascii and 16 Colors?
« Reply #44 on: April 21, 2009, 08:26:23 pm »

The less DF has to do with Japan the better.

random and irrelevant cultural prejudice at its finest
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