Angband 64 x 64 pixel tileset
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Make it portable, please. Every variant with even rudimentary tile support needs this.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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The only other option would be to link to libpng and whatever dependencies it has (zlib?).Comment
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Windows provides PNG support through GDI+ which is only available on Windows XP and later. GDI+ is supposedly available as a redistributable DLL for older versions of Windows (98, Me, NT). AFAIK it does not work at all on Win95 (of course TBH not even Win95 works on Win95). Although most of Microsoft's GDI+ examples utilize their C++ wrapper classes, it looks like there are also pure C functions available for loading PNG data.
The only other option would be to link to libpng and whatever dependencies it has (zlib?).takkaria whispers something about options. -more-Comment
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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http://www.rpgartkits.com/
Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.Comment
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I quickly found out that GDI+ can only be used in C++ projects. Even though GDI+ can be used in a functional style (without the wrapper classes), the headers do not support plain old C. Can't even #include <gdiplus.h> without encountering a slew of errors.
Regrettably I must bow out. I only have Visual Studio at the moment, and I don't know enough about the official Angband development environment to know what options are available (if any) to graft GDI+ support into the project somehow.
If I was going to just get it working on my own machine then I would add a C++ source file to handle the PNG stuff, but that probably violates your coding standards.Comment
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Alas, I have failed in record time.
I quickly found out that GDI+ can only be used in C++ projects. Even though GDI+ can be used in a functional style (without the wrapper classes), the headers do not support plain old C. Can't even #include <gdiplus.h> without encountering a slew of errors.
Regrettably I must bow out. I only have Visual Studio at the moment, and I don't know enough about the official Angband development environment to know what options are available (if any) to graft GDI+ support into the project somehow.
If I was going to just get it working on my own machine then I would add a C++ source file to handle the PNG stuff, but that probably violates your coding standards.takkaria whispers something about options. -more-Comment
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But the Windows API can be used in C. In recent versions (think threshold is XP but do a doc check first), the same Windows function that opens *.BMP also opens *.PNG (just change an incoming parameter to signal *.PNG).Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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very nice tiles still,ee i hear talking of png ??? some blah about no windows c++ etc watever please, im not expert mastercraft but i am thinking sdl extension sdl_img supports png good, no need c++,this could be good default for win?? not to say dont go c++!~!~ goodluck. keep up goodtimes!~eek
Reality hits you -more-
S+++++++++++++++++++Comment
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more mixed tiles:
BTW - The wall tiles you posted earlier appear to be using a pseudo-isometric style rather than the pure overhead style used by Angband's existing tile system. It sure would be nice if Angband had support for variable tile heights so that we could paint those nice looking walls in an overlapped fashion... it would require some work but it's very doable.
Also, I would guess that support for the different wall types and connectors could probably be handled by the display code without modifying the game code. Internally the game would still use the wall features we already have (Inner, Outer, Extra, etc...) and the display code could just look at the surrounding tiles in order to map each internal wall feature to an appropriate tile as needed.Comment
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