256 color support in r1862; uniques discussion to follow

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  • d_m
    Angband Devteam member
    • Aug 2008
    • 1517

    256 color support in r1862; uniques discussion to follow

    So, I have just ported 256 colors to V from Unangband (originally from S). Having done so, I thought what better thing to do than reopen a can of worms.

    I am linking to a monster.txt file that I based off of the "pre-purple" version of the file. I went through it making sure that no letter/color combination was used by uniques and non-uniques.



    Obviously, a "better" strategy would be to figure out which colors are reserved for uniques, which are reserved for non-uniques, and which are ad hoc. But it's late, I'm tired, and I'm sure other people are far more eager to do that than I am.

    If you want to ogle the new colors, fire up Angband and then use =cc (options, colors, modify)... you can use n and N to cycle through the colors, seeing the color's name, symbol and RGB values.

    What do you people think? Now that more colors are an option, would people prefer to stick with purple uniques, or do some other strategy?
    linux->xterm->screen->pmacs
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    I really like the NPP model, where certain (generally lighter) shades are reseged fir uniques, though the coloring does follow some traditional exceptions (law drsgons are violet, etc). The slightly different purple shade of the balrog uniques make them really stand out vs their companions.

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Pete Mack
      I really like the NPP model, where certain (generally lighter) shades are reseged fir uniques, though the coloring does follow some traditional exceptions (law drsgons are violet, etc). The slightly different purple shade of the balrog uniques make them really stand out vs their companions.
      I think if we could get that common "lightness" to uniques, they would not need to be the same colour. It means other monsters may need to get darker though, to make them stand out. For example, if we make sure that no non-unique colour has RGB values above 0xcf, then we can add 0x30 across the board for uniques, making them brighter versions of whatever colour the base monsters are. I think we'll need more than the 27 pre-defined colours for this, but that should be easy enough.

      I applaud d_m's work in getting this into V at long last - superb effort.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • andrewdoull
        Unangband maintainer
        • Apr 2007
        • 872

        #4
        Originally posted by d_m
        So, I have just ported 256 colors to V from Unangband (originally from S).
        Thanks for taking the time to finish this. It's a great piece of code by Leon, and I really like the improved aesthetic.

        Andrew
        The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
        In UnAngband, the level dives you.
        ASCII Dreams: http://roguelikedeveloper.blogspot.com
        Unangband: http://unangband.blogspot.com

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