Author Topic: ASCII/Retro tilesets  (Read 66006 times)

Offline HRose

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Re: ASCII/Retro tileset
« Reply #15 on: October 28, 2013, 11:34:18 AM »
Would an 8 be a decent compromise? It's a matter of preference, I actually like lighter blacks as backgrounds.


Offline ramesesniblet

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Re: ASCII/Retro tileset
« Reply #16 on: October 28, 2013, 11:52:47 AM »
This is beautiful and reminds me of old ZX Spectrum graphics.




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Offline Azmond

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Re: ASCII/Retro tileset
« Reply #17 on: October 30, 2013, 03:47:51 AM »
How do you install the Title-set correctly? I think i've done it right, but certian things do not look correct.. Cars for instance are not the right symbols and are infact Hash-tags all the way through.

I placed everything in the DeonTitles folder an in what though were the correct places.

Little help? xD;

Offline HRose

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Re: ASCII/Retro tileset
« Reply #18 on: October 30, 2013, 08:29:23 AM »
This only works with latest experimental SDL. If you're using the last experimental SDL then you probably didn't copy over the tile_config.json contained in the tileset .zip

Offline Zireael

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Re: ASCII/Retro tileset
« Reply #19 on: October 30, 2013, 08:56:56 AM »
Can we have a version with monsters as letters?

Offline Luissen

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Re: ASCII/Retro tileset
« Reply #20 on: October 30, 2013, 12:59:35 PM »
Can we have a version with monsters as letters?

I support your choice too.

Offline FunsizeNinja123

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Re: ASCII/Retro tileset
« Reply #21 on: October 30, 2013, 01:00:09 PM »
Yeh, I like monsters better as letters.
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Offline GlyphGryph

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Re: ASCII/Retro tileset
« Reply #22 on: October 30, 2013, 01:05:38 PM »
How complete is this tileset? Is it ready to be packaged with the next release?

Offline Roderic

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Re: ASCII/Retro tileset
« Reply #23 on: October 30, 2013, 02:35:53 PM »
It's gorgeous, love it. I still like the symbolic approach of letters of console roguelikes rather than the micro-sprites but they look very appealing to the retro style.

Call me picky but the combination of dark grey background with the grey dots in the road strains my eyes a little, almost like a moiré effect.

If I remember the grounds in the Spectrum-like graphics tended to include less color dots and leave more black background to let the image breath a little, mostly if the pattern is repeated a lot as in this case. Have you tried to lessen the number of dots or at least, experiment a little to optimize them?

The rest of the tiles, house, items and such are perfect. Kudos.

Offline Mr_Lolz

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Re: ASCII/Retro tileset
« Reply #24 on: October 30, 2013, 10:28:50 PM »
Likewise, I love the tiles but dislike the monster and player sprites - if not letters then something more symbolic would work better imo

Offline HRose

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Re: ASCII/Retro tileset
« Reply #25 on: October 31, 2013, 08:08:08 AM »
How complete is this tileset? Is it ready to be packaged with the next release?

It's not complete. It's usable but I only converted the most common stuff you see around. I usually just load ASCII and tiles and then convert the stuff I stumble on.

Before I start the busywork of going through all the object files, I'm waiting that tile mode gets the needed fixes. Like the (V)iew menu and some other things that are displayed differently between ASCII and tiles (like smoke). With things changing every day it's not that convenient to complete the tileset only to have to change everything again. But before things stabilize programmers need to do the programming, and now I read that some fixes won't likely be ready for next version.

IT'S KIND OF A BIG DEAL.

What is that people don't like about the sprites? Because they are too tiny? What tells them apart is mostly just the color, so I don't see using sprites all that different from using letters. Zombies all use a "Z", so you use color to tell them apart. In my tileset you STILL use the color, since the sprite may be too small. But there isn't a loss.

If they are too tiny see this, which is a good compromise for me:



If it's instead just a preference thing I could make optional tiles with just letters. I also prefer clarity, but in this case there's really no difference.

Offline Slax

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Re: ASCII/Retro tileset
« Reply #26 on: October 31, 2013, 09:17:00 AM »

Best I've seen. I want it. I want it to be official!

Offline Seth

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Re: ASCII/Retro tileset
« Reply #27 on: October 31, 2013, 09:21:07 AM »
Yes, can it be official?  It's breathtaking.

Offline HRose

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Re: ASCII/Retro tileset
« Reply #28 on: October 31, 2013, 12:06:26 PM »
And we've got View menu:


Offline HRose

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Re: ASCII/Retro tileset
« Reply #29 on: October 31, 2013, 12:58:20 PM »