Reviving Iso-Angband, an isometric view addon for Angband
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I feel a bit hesitant to change the Angband codebase itself. Meanwhile I have reverted my changes in the command files, and just added a few key mappings to my pref file. This seemed safer, in order not to break things, since all the game internals are unchanged, and only user input and map display output is being rotated.
Game menus have different keybindings than the game commands, so the rotated keys are not affecting game menus, which is just what I needed.
At least until I know more about the games code, this seems to be the safest way to work.
The next while I'll be busy adapting my old graphics and editing the pref files for the graphicsI have a project problem? I have no project problem. I start a project, I work on it, it fails. No problemComment
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Nice to see that you work on ISO-Angband again!
I tried to implement some iso view for my variant some time ago, but couldn't come with something so advanced. So I implemented a simple pseudo-3D view that works with the SDL port. You can check it here:
Also did you check Necklace of the Eye? The isometric and 3D views you can get are quite nice. You just need to fill a little configuration file, and there you go:
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Thanks I hope I can work more steadily on it this time. So far progress is good, and I'll be able to reuse much of the former graphics work. Just the code is new.
It seems meanwhile there have been made a lot of graphical frontends, each with its very own style, and benefits. I think though I'm mostly done with the code now, I've been trying to use the simplemost approach that came to my mind.
24x12 seemed to be very small as tile raster, and I changed to 30x15, which seems to work well (aka "shows enough of the map") with the "center view on player" option.
The doors might change, but those were quick to make for a test. Granite walls, quarz and magma veins are in place now, but all still subject to changes. Potions and scrolls are also configured to show properly as graphics.I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problemComment
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This new main-sdl.c is quite nice, I must say! Kudos to the developers who made it
I've been experimenting a bit and moved the control buttons to the right, so that the map window can take the full screen height. Also I put up two extra terms as examples to the right of the map window. With a smaller font they should be quite useful.
I have a project problem? I have no project problem. I start a project, I work on it, it fails. No problemComment
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I found a way to shuffle several tile variants for floors and walls, so that the place doesn't look so uniform. It's a bit hackish, since it needs to find out the real map coordinates of the shown tiles (the view only knows the view coordinates, usually) but it works:
Artwork is still subject to change. There is much room for improvement, I'm still experimenting a lot. A nice touch is that I got the yellow for torch lit squares in conjunction with a graphical display workingI have a project problem? I have no project problem. I start a project, I work on it, it fails. No problemComment
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