idea on fine scrolling

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  • meJustmeNotyou
    Rookie
    • Apr 2011
    • 23

    idea on fine scrolling

    (let's try this again... crashed on me last time)

    IF no graphic tiles used THEN skip this scroll routine

    IF graphic tiles used THEN check to see if scroll option is selected

    IF scroll option is selected THEN check "scroll rate" (milliseconds)

    and scroll


    The idea is basicaly, instead of tiles (by this i mean objects monsters etc) BLINKING from point A to point B, they would scroll finely pixel for pixel from point A to point B.

    Higher number of monsters etc to scroll is why the "scroll rate" would be user set... so you can decide what is perfect for your tastes.

    exception to monster scrolling would be "blinkers" etc.

    All scrolling things would scroll OVER any other tile (monster, wall, whatever) for it's scroll.

    Going around corners and through the tight corner squeezes would just have the monster or whatever scroll right through (on top of) the corner.

    No big deal.

    I think this would be a pretty cool addition to this game.... with faster monsters scrolling faster to their destinations.

    seems like it'd be easy to program but i don't know, and you have a billion things on your list already.

    I personaly wouldn't mind waiting a full second or two for a room of monsters to scroll... and way less time for normal situations.

    You could always toggle it off when/if it becomes a nuisance.

    2 cents to the idea/wish-list pit
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    Two things...

    1. It's not going to happen, unless YOU do it. Maintainers, in general, could care less about tiles.
    2. In addition to the novelty of seeing things actually move, you would be able to see identical monsters push past one another, which is a big improvement from a game play POV.
    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

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #3
      Originally posted by buzzkill
      Maintainers, in general, could care less about tiles.
      I agree - several of the variant maintainers and members of the devteam have put considerable effort into getting tiles working properly. There are still a few bugs in the V bigtile mode, as I did the initial implementation incompletely. The devteam have tried to clean up my mess, but getting stuff to refresh right is tricky, as the underlying term code wasn't designed for this.

      So yes, it would be possible for maintainers to care a lot less about tiles and to have put in no effort at all to make them work. That was what you meant, right?

      Of course, the devteam is always pleased to get patches if anyone does wish to contribute. This page gives a guide to the process of getting new ideas implemented.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #4
        Originally posted by Nick
        So yes, it would be possible for maintainers to care a lot less about tiles and to have put in no effort at all to make them work. That was what you meant, right?
        Yeah. That's what I mean.

        When the hell did everyone around here go off the deep end?
        Oh, now I see the smiley face.
        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

        • meJustmeNotyou
          Rookie
          • Apr 2011
          • 23

          #5
          do me a favor...

          i downloaded visual c++ a few weeks back... still haven't jumped into it but... i am planning on learning the language (maybe not on that program though)

          I used to program into early college when i was younger but wound up in a different field (family business stuff0 and want to mess around with programming again...

          do me a favor and list what languages i would need to actualy code simple things here...

          1) language(s) used for angband
          2) directx/gui etc
          3) whatever else... (so many different areas of programming-like things)

          and if you could... reference manuals to learn from (relatively modern)

          i have tried the net for general information and there is soooo much out there... it's a convoluted mess what's become of the computing world in my opinion (which is pretty in the dark granted)... i only even thought of visual c++ because many people say it's a great (and complicated) language to know (for whatever you want to do even if slower to create for some things).

          sorry... i'd just like to get a heads up on what we need to learn to be useful as far as coding little scrolling tile trinkets etc.

          thanks (and again, ref manuals to buy would be good... remembering i want to not just code the stuff, but.... the graphics end too.... keeping it all still "angband'ish and low keyed obviouslY)

          anything and everything that comes to mind... i can do research from there.

          thanks again to wheover can help

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9647

            #6
            Originally posted by buzzkill
            When the hell did everyone around here go off the deep end?
            Good call. I need a holiday, I don't know what everyone else's excuse is
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • will_asher
              DaJAngband Maintainer
              • Apr 2007
              • 1124

              #7
              I learned what I know of C by 1) looking at the Angband code and 2) Beej's Guide to C Programming (which is kindof annoyingly silly, but still informative).
              That said, I don't know how to do anything fancy with graphics, and I don't know if Beej's Guide will help much with that area.

              Also here is my text file with instructions on compiling Angband (VS is the 2nd set of instructions).
              good luck
              Will_Asher
              aka LibraryAdventurer

              My old variant DaJAngband:
              http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                Angband is written in pure C, and nothing else. It uses a library called "curses" for display; there's also an SDL mode available if you really want. However, you shouldn't need to worry about the display code for the most part unless you want to change it.

                Comment

                • takkaria
                  Veteran
                  • Apr 2007
                  • 1951

                  #9
                  I actually really like this idea. However, the underlying code that powers Angband's display is chronically unsuitable to do the kind of thing that you're talking about here, so when I've rewritten substantial portions of the display logic sometime in the next few years, I'll probably try and implement this. Until then, it's pretty much impossible.
                  takkaria whispers something about options. -more-

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #10
                    This isn't quite what OP was suggesting, but we *could* implement an improved blinking display.
                    Let's say monster (or player) blinks from 1 to 2 in the diagram below.
                    Code:
                    ############
                    #..........#
                    #...1......#
                    #..........#
                    #.....@....#
                    #..........#
                    #..........#
                    #..........#
                    #....2.....#
                    #..........#
                    ############


                    Then you would see the monster disappear from 1, appear at 2, disappear at 2, reappear at 1, disappear at 1, reappear at 2....some number of times. The speed of which is dependent on the user set delay times for animations.

                    If 2 is out of LoS then the player only sees the monster blink out at 1.

                    If you do the same with the Player, you can't move the screen until after the blink I guess. Sometimes it is hard to find where @ went after a blink or teleport. So maybe recenter after the first blink if that option is set? and then no more recentering.

                    Either way, this is more a 'for fun' thing than anything else.

                    Comment

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