Thanks; I didn't realize it wasn't already like that. I would have thought that the Curses code could also be made to support at least several different BG colors, based on what I've seen in console DCSS (blue BG for sleeping enemies, brown BG for wandering enemies, 4 different colors in the sidebar to indicate their level of health; red BG for an item stack containing >1 item)
Yeah, it gave me a good idea for instant preview for font touchups (grafx2's tile autocompletion), anyway, so thanks. Sorry if I'm a bit abrupt or grumpy (not sure but I've been getting that impression of myself recently).
To be more explicit:
* I have researched REXPaint previously; wasn't specifically aware of the color-swap support.. (not completely sure whether you meant A: 'replace one color already in the picture with a new one', or B: 'swap two colors already in the picture')
* I tend to collect tools, and already have a sizable collection that I'm familiar with and I've customized (GIMP (with GMIC), GrafX2, MyPaint, Inkscape, Fontforge, Krita, Blender) plus all my shell scripts, plus my own plugins (mainly for GIMP, some for GrafX2). Particularly, typical shortcuts are not suited to Colemak layout; some important ones like Ctrl+Z/Ctrl+Y are not ergonomic.
* I also tend to focus heavily on speed
* So I typically have several ways to do a given task, that are fairly fast. With GIMP I noted 3 ways of doing case A above in a few seconds. At least one of them should be directly portable to Photoshop (By Color select with threshold 0, then use any of the color tools to adjust the color interactively). For case B, GrafX2 as noted (palette editor handles all of those cases.. but I should probably also write a simple plugin for GIMP that does that, since that would allow restricting the change to a subsection of the image.)
More ontopicly..
1. Anyone know offhand what colors are used in the alternate status display (ie. what you get when you press h on the C screen)? I've seen green, white, and grey so far. Hoping that there is some opportunity to safely do the 'alternating colors' thing for more readability. Aside from that, I don't see any other improvement that could be made to the alt status screen.
2. Looking at the inventory interface. IMO the prompt (eg 'Inscribe which item?') should get a special color (the revised color B might suit, and would match the 'selected' marker.), help messages like 'Inven: a-d, / for Equip, ESC' should be made darker (W or z), as should the weights column (W). Same for related actions like viewing equipment list.
3. 'Look'/target interface: Monster name should be separated color-wise (eg W for 'You see a' and w for 'large white snake'). Possibly color code 'wounded'/'somewhat wounded' etc.. status similar to the way @ is drawn in different colors according to amount of HP. Statuses that the player can get, like Afraid, should probably be drawn in the same color they are for the player (to get the same assessment-at-a-glance benefit)
4. Distinguish colorwise between primary and secondary prompts -- eg. for digging, 'Direction or <click>' in w, '(Escape to cancel)' in W
Yeah, it gave me a good idea for instant preview for font touchups (grafx2's tile autocompletion), anyway, so thanks. Sorry if I'm a bit abrupt or grumpy (not sure but I've been getting that impression of myself recently).
To be more explicit:
* I have researched REXPaint previously; wasn't specifically aware of the color-swap support.. (not completely sure whether you meant A: 'replace one color already in the picture with a new one', or B: 'swap two colors already in the picture')
* I tend to collect tools, and already have a sizable collection that I'm familiar with and I've customized (GIMP (with GMIC), GrafX2, MyPaint, Inkscape, Fontforge, Krita, Blender) plus all my shell scripts, plus my own plugins (mainly for GIMP, some for GrafX2). Particularly, typical shortcuts are not suited to Colemak layout; some important ones like Ctrl+Z/Ctrl+Y are not ergonomic.
* I also tend to focus heavily on speed
* So I typically have several ways to do a given task, that are fairly fast. With GIMP I noted 3 ways of doing case A above in a few seconds. At least one of them should be directly portable to Photoshop (By Color select with threshold 0, then use any of the color tools to adjust the color interactively). For case B, GrafX2 as noted (palette editor handles all of those cases.. but I should probably also write a simple plugin for GIMP that does that, since that would allow restricting the change to a subsection of the image.)
More ontopicly..
1. Anyone know offhand what colors are used in the alternate status display (ie. what you get when you press h on the C screen)? I've seen green, white, and grey so far. Hoping that there is some opportunity to safely do the 'alternating colors' thing for more readability. Aside from that, I don't see any other improvement that could be made to the alt status screen.
2. Looking at the inventory interface. IMO the prompt (eg 'Inscribe which item?') should get a special color (the revised color B might suit, and would match the 'selected' marker.), help messages like 'Inven: a-d, / for Equip, ESC' should be made darker (W or z), as should the weights column (W). Same for related actions like viewing equipment list.
3. 'Look'/target interface: Monster name should be separated color-wise (eg W for 'You see a' and w for 'large white snake'). Possibly color code 'wounded'/'somewhat wounded' etc.. status similar to the way @ is drawn in different colors according to amount of HP. Statuses that the player can get, like Afraid, should probably be drawn in the same color they are for the player (to get the same assessment-at-a-glance benefit)
4. Distinguish colorwise between primary and secondary prompts -- eg. for digging, 'Direction or <click>' in w, '(Escape to cancel)' in W
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