Author Topic: ASCII/Retro tilesets  (Read 64029 times)

Offline HRose

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Re: ASCII/Retro tileset
« Reply #210 on: March 10, 2014, 12:32:12 PM »
Yeah, the same issues affecting ASCII affect this mode. So it can get slow on a big window and there's no zoom.

I wasn't even aware of a zoom mode.

Offline Sean Mirrsen

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Re: ASCII/Retro tileset
« Reply #211 on: March 10, 2014, 01:26:48 PM »
And the wall tiles?

Offline HRose

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Re: ASCII/Retro tileset
« Reply #212 on: March 16, 2014, 05:47:58 PM »
All code is merged, so both ASCII png and ASCII fallback are in the last experimental.

This is a small package that includes the required .dlls (otherwise you'll get crashes) three ASCII sets (9x9 used by default, a 8x8 and a 15x15), and my last tweak of RetroDays tileset with built-in ASCII fallback. Plus my color definitions.

By default the game will run in a 1120x736 window with standard Terminus font for UI and a 9x9 ASCII set for map graphic. To switch to graphic tile just use the game option.

To switch UI or map font you have to edit /data/fontdata.json
To change default colors /data/raw/colors.json

http://www.cesspit.net/misc/asciitile.zip
The file should be unzipped in the main Cataclysm directory after you unpack the latest experimental: http://ci.narc.ro/view/Cataclysm-DDA/job/Cataclysm-Matrix/Graphics=Tiles,Platform=Windows/lastSuccessfulBuild/

Offline Robik

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Re: ASCII/Retro tileset
« Reply #213 on: March 16, 2014, 06:11:40 PM »
Do ASCII png and tileset png where tile size is different work with each other?
Bored? Try CataTweaks!

Offline HRose

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Re: ASCII/Retro tileset
« Reply #214 on: March 16, 2014, 07:13:09 PM »
In this package the ASCII png is used on the map, so it replaces tiles. As I said by default it's Terminus on text, ASCII 9x9 on the map.

If you use tiles you don't need any ASCII png, you use the tiles png.

Offline Paquito

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Re: ASCII/Retro tilesets
« Reply #215 on: May 26, 2014, 05:56:49 PM »
Bump.

What needs to be done to get this tileset in an official release? I work full time as a C++ developer, I'd be happy to help.

Offline noego

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Re: ASCII/Retro tilesets
« Reply #216 on: May 29, 2014, 04:23:34 AM »
I don't think this is working with the latest experimental. Tried writing the original experimental and the game doesn't start. I noticed a file logg.txt that says:

------------------
Initializing SDL Tiles context
Attempting to Initialize JSON and TILESET path information from [gfx]
   JSON path set to [gfx/RetroDaysTileset/tile_config.json].
   TILESET path set to [gfx/RetroDaysTileset/retrodaystiles.png].
Attempting to Load JSON file
-----------------

Offline noego

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Re: ASCII/Retro tilesets
« Reply #217 on: May 29, 2014, 06:44:20 AM »
Never mind, I'm an idiot. Was downloading stable, not experimental.

Offline Heema

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Re: ASCII/Retro tilesets
« Reply #218 on: June 02, 2014, 08:33:54 AM »
will you post an updated 20x version ?

Offline Antistar

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Re: ASCII/Retro tilesets
« Reply #219 on: June 03, 2014, 04:39:05 AM »
will you post an updated 20x version ?

Not sure if it's exactly what you're after, but I updated this tileset as 'RetroDays'; 10x and 20x versions.

Offline Heema

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Re: ASCII/Retro tilesets
« Reply #220 on: June 04, 2014, 12:06:36 PM »
will you post an updated 20x version ?

Not sure if it's exactly what you're after, but I updated this tileset as 'RetroDays'; 10x and 20x versions.

Thanks but i meant the latest version that's in the experimental release, as i am using the latest experimental (1585)
« Last Edit: June 04, 2014, 12:08:24 PM by Heema »

Offline Antistar

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Re: ASCII/Retro tilesets
« Reply #221 on: June 04, 2014, 12:36:52 PM »
Thanks but i meant the latest version that's in the experimental release, as i am using the latest experimental (1585)

The one in experimental is a quite outdated version of RetroDays altered by HRose to include some fallback stuff. I updated RetroDays a fair bit beyond that point; everything in 0.A stable accounted for, plus a few new things in experimental. It doesn't have the fallback stuff though, so... it depends on what you're after. :)