Angband 64 x 64 pixel tileset

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  • takkaria
    Veteran
    • Apr 2007
    • 1951

    #91
    Originally posted by Shockbolt
    Please don't take my suggestions as demands to alter the code to fit my tiles, they are...just suggestions

    It may be a while before I complete the tileset, so there's no rush really (unless You would be a hero and add png support first of all )
    I'll be honest, I have no idea how to add PNG support to the Windows version of the game and I don't have a Windows machine to test on. If anyone else is listening, though, and fancies giving it a go, that would be brilliant!
    takkaria whispers something about options. -more-

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #92
      Originally posted by takkaria
      I'll be honest, I have no idea how to add PNG support to the Windows version of the game and I don't have a Windows machine to test on. If anyone else is listening, though, and fancies giving it a go, that would be brilliant!
      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

      • RogerN
        Swordsman
        • Jul 2008
        • 308

        #93
        Originally posted by takkaria
        I'll be honest, I have no idea how to add PNG support to the Windows version of the game and I don't have a Windows machine to test on. If anyone else is listening, though, and fancies giving it a go, that would be brilliant!
        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?).

        Comment

        • takkaria
          Veteran
          • Apr 2007
          • 1951

          #94
          Originally posted by RogerN
          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?).
          Can't say I'm particularly bothered by breaking support for Win98. It sounds like you know what you're doing—do you think you might be able to write a patch?
          takkaria whispers something about options. -more-

          Comment

          • RogerN
            Swordsman
            • Jul 2008
            • 308

            #95
            Originally posted by takkaria
            Can't say I'm particularly bothered by breaking support for Win98. It sounds like you know what you're doing—do you think you might be able to write a patch?
            No promises, but I'll certainly take a look.

            Comment

            • Rizwan
              Swordsman
              • Jun 2007
              • 292

              #96
              Awesome work. I don't see how you are going to represent artifacts because I can't conceive anything awesommer unless you add glitter to it

              Comment

              • buzzkill
                Prophet
                • May 2008
                • 2939

                #97
                Originally posted by Rizwan
                Awesome work. I don't see how you are going to represent artifacts because I can't conceive anything awesommer unless you add glitter to it
                Artifacts don't have special tiles (except for a few).
                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

                • Shockbolt
                  Knight
                  • Jan 2011
                  • 635

                  #98
                  Originally posted by Rizwan
                  Awesome work. I don't see how you are going to represent artifacts because I can't conceive anything awesommer unless you add glitter to it
                  *laughs* I already did add glitter to the artifacts
                  http://www.rpgartkits.com/
                  Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                  Comment

                  • RogerN
                    Swordsman
                    • Jul 2008
                    • 308

                    #99
                    Originally posted by takkaria
                    Can't say I'm particularly bothered by breaking support for Win98. It sounds like you know what you're doing—do you think you might be able to write a patch?
                    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.

                    Comment

                    • takkaria
                      Veteran
                      • Apr 2007
                      • 1951

                      Originally posted by RogerN
                      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.
                      Fair enough, cheers for trying! I think using a C++ source file just for windows would be acceptable if it's the only way we're going to get PNG support, though.
                      takkaria whispers something about options. -more-

                      Comment

                      • Rizwan
                        Swordsman
                        • Jun 2007
                        • 292

                        Originally posted by Shockbolt
                        *laughs* I already did add glitter to the artifacts
                        lol So does that make us great minds?

                        Comment

                        • zaimoni
                          Knight
                          • Apr 2007
                          • 590

                          Originally posted by RogerN
                          Alas, I have failed in record time.

                          I quickly found out that GDI+ can only be used in C++ projects.
                          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 2011

                          Comment

                          • Shockbolt
                            Knight
                            • Jan 2011
                            • 635

                            more mixed tiles:

                            Last edited by Shockbolt; April 15, 2014, 19:41.
                            http://www.rpgartkits.com/
                            Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                            Comment

                            • dos350
                              Knight
                              • Sep 2010
                              • 546

                              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

                              • RogerN
                                Swordsman
                                • Jul 2008
                                • 308

                                Originally posted by zaimoni
                                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).
                                If you can recall where you saw this documented then please share! Everything I've found so far indicates that the standard LoadImage function only supports .BMP, .ICO, and .CUR files.

                                more mixed tiles:
                                Keep up the amazing work! I'm sure the beauty of your tiles is a major motivator for the devs here

                                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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