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Author Topic: Prospector, a roguelike in development  (Read 285008 times)

Deon

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Re: Prospector, a roguelike in development
« Reply #1500 on: March 02, 2011, 09:45:40 am »

Okay, these are my settings:
_tix:24
_tiy:24
tilefont:24
textfont:24

And this is how it looks:


P.S> Any chance to see "what is what" for the tiles? I cannot understand some pictures at all.
« Last Edit: March 02, 2011, 09:49:37 am by Deon »
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Deon

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Re: Prospector, a roguelike in development
« Reply #1501 on: March 02, 2011, 10:16:17 am »

It looks like it only reads a very limited amount of colors. Would it be possible to expand it to read RGB values?

When I add this:

to the game, it screws up colors.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1502 on: March 02, 2011, 10:21:15 am »

Actually if you turn on graphical tiles textsize gets ignored. Of course with 24x24 the screen is 1920 pixel wide. Since it works fine here (Besides the window being larger than the screen) I have only one theory at the moment:
Window is forcing the window to be as large as the desktop, and squashes the letters.

As for what is what there are 2 possibilities:
One list is here:
http://code.google.com/p/rlprospector/source/browse/trunk/tiles.bas
And it is almost human  readable
The other possibility is you show me which tiles you cant make out, and I tell you.

Oh, and btw: Just released 0.1.17

And yes, it would be possible to up the color range, but it would be a major PITA.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

ductape

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Re: Prospector, a roguelike in development
« Reply #1503 on: March 02, 2011, 10:40:35 am »

how major? Deon making a tileset could be a huge boon to the game! think about it!
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magellan

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Re: Prospector, a roguelike in development
« Reply #1504 on: March 02, 2011, 10:46:43 am »

converting all color assignments from palette entries to rgb. A quick grep tells me there are about 2047...
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Neonivek

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Re: Prospector, a roguelike in development
« Reply #1505 on: March 02, 2011, 11:29:23 am »

how major? Deon making a tileset could be a huge boon to the game! think about it!

Yeah but Deon isn't going to be around forever to add tiles for every single creature Magellan adds to the game.

Which is only a big deal because Magellan really adds to his game and makes an expansive galaxy really feel like it has variety.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1506 on: March 02, 2011, 11:44:45 am »

I will replace all current tiles in no time, and he will be able to make any creatures as well. I think it would be a good upgrade. But take your time man, you deserve it. Thank you for the quick replies!
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Deon

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Re: Prospector, a roguelike in development
« Reply #1507 on: March 02, 2011, 11:47:36 am »

Actually if you turn on graphical tiles textsize gets ignored. Of course with 24x24 the screen is 1920 pixel wide. Since it works fine here (Besides the window being larger than the screen) I have only one theory at the moment:
Window is forcing the window to be as large as the desktop, and squashes the letters.
Actually the textsize is ignored from config.txt, but NOT ignored from game options for some reason.
Basically with 24x24 tiles I was able to set the configuration text to 24 in the game, and it made it 12 in config.txt (wtf?) and the text became readable.

If you can explain why it happens, it would help a lot.
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Deon

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Re: Prospector, a roguelike in development
« Reply #1508 on: March 02, 2011, 12:20:51 pm »

My resolution is 1280x1024, and the game "squishes" the tiles on X and makes them rectangles.

Is there a way to make it always display squares and reduce the amount of X squares instead?

An example:



P.S. It looks like I can dodge the color limitation:


Now if I only could have it to stay square :P.
« Last Edit: March 02, 2011, 12:28:52 pm by Deon »
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Deon

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Re: Prospector, a roguelike in development
« Reply #1509 on: March 02, 2011, 12:32:23 pm »

Quote
As for what is what there are 2 possibilities:
One list is here:
http://code.google.com/p/rlprospector/source/browse/trunk/tiles.bas
I am mostly interested in the creature sprites. Some of them are even letters. If you could say what are those "P" and different-colored similar people icons, it could help a lot :).

P.S. Some early work:

I won't change the style of critters, only fine-tune and redraw the existing sprites.

P.P.S. Some creatures have no sprites, so I will have to fantasy...

A generic pirate sprite:
 
A skull-shaped helmet should be distinguishable enough.
« Last Edit: March 02, 2011, 01:19:53 pm by Deon »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1510 on: March 02, 2011, 01:28:46 pm »

Wow.  those really look awesome.
Do i sense a slight Firefly influence here?
The squishing thing is wierd. I will treat that as a bug report from here on out and look into it.
Besides you got a PM from me.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in development
« Reply #1511 on: March 02, 2011, 01:33:35 pm »

Oh my god, Magellan! Thank you so much for that list, you made my job 1000 times easier!

Sadly I haven't watched Firefly, but I always wanted and maybe I will in a few months :).
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Deon

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Re: Prospector, a roguelike in development
« Reply #1512 on: March 02, 2011, 02:42:07 pm »

More work on critters:

Awayteam, arachnid, insect, reptile, worm, snake, humanoid, cephalopod, centipede, pirate.

Damn, it will take a while. I will try to finish critters today though :).
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Deon

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Re: Prospector, a roguelike in development
« Reply #1513 on: March 02, 2011, 07:36:51 pm »

The first two lines of critters are almost ready:

The blue ones are unfinished, the red one is not used.
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freeformschooler

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Re: Prospector, a roguelike in development
« Reply #1514 on: March 02, 2011, 07:50:32 pm »

Wait what? The creator of prospector posts on Bay 12? Magellan, I love your work on the game. It's a fun roguelike that I can play for a few minutes at a time on break from other things, with full return. There aren't too many of those that I've found. Plus, the creature generation is superb; I love collecting biodata.
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