This looks pretty awesome -- much more ambitious than my T2 Qt port! (Which is basically just a way to display Terminals in windows. Only lacking multi-term/window support before it can be merged to master. $DEITY knows when I'll actually have time to work on it, but...)
NPPAngband/NPPMoria QT port
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Here is the options dialog box. Again, we will give the game a good middle-earth "style" for the dialog boxes.
I we are getting closer to adding commands and processing game turns. That is the next big milestone.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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This looks pretty awesome -- much more ambitious than my T2 Qt port! (Which is basically just a way to display Terminals in windows. Only lacking multi-term/window support before it can be merged to master. $DEITY knows when I'll actually have time to work on it, but...)NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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Having a proper event-driven system makes GUI programs of all kinds a lot more straightforward to write. Doing everything procedurally is a massive pain. And it's not like events are hard to implement either; they just weren't really well-known when Angband was written.Comment
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More progress. 8x8 and 32x32 tileset now works, with hopes to eventually add Shockbolt's tiles someday.
We are getting closer to the playable game now. We still need to add all the commands, and dialog boxes for things like the store interface and item selecting from inventory.
BTW: to Buzzkill - the tile mapping is now kept in the edit files with the rest of the monster/object/flavor/terrain information, instead of the pref files, and we got rid of the hex +128 numbering system. So instead of:
T:0x81:0x81
it now reads:
T:1:1
Please let me know if any future updates to tile mapping.
We are also using only the .png files now, with no masks, and we are dumping the 16x16 tileset. And we aren't using the offset terrain tiles any more. When a tile has to be brightened or dimmed based on line-of-sight or torchlight, the game just alters the tile slightly. We also have lots of new effects like adjusting the tile for invisible creatures so they are transparent, and you can see through them to the floor or wall.
I say "we", but Diego did the graphics. I got the game processing game turns (process world, process player, process monsters, etc). The monsters now move and attack, and the player can move around and melee. Only the player doesn't die when he goes < 0 hp, because I haven't added the player death code yet.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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I could dramatically shrink the NPP tileset now, but I won't, at least not right now. I haven't touched UT32 in ages, so no changes penned or pending. Once you release this, I'll nab it, as is.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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In terms of a playable game, a lot of progress has been made this week. The object selection dialog box has been completed (for any command that requires the user to select an object), the "object information" screen, some object based commands (like wield, takeoff, etc), as well as targeting, which should be much simpler and quicker.
We have made sure that all of this can be done with the keyboard, although it will be pretty simple to play the game with a mouse or on a tablet with screen touches.NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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Object selection dialog box
NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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targeting
NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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Object description dialog box
NPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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Very soon, and we would welcome the help testing. The code is still quite alpha at the moment. The player can walk around and use about a dozen commands. But there is no store interface, sidebar, wizard mode, or character screen, which greatly limits testing. We are about to add the "use objects" and "spellcasting" commands. . After that, there will be 150+ spells and hundreds of objects that need testing.
We need to work on the configuration a little bit before it can work without a QT install. And while I can get it to compile on my Mac, it won't run the game because it can't find the /lib directory. It is probably easily fixed, but I assume it would have the same issue on Linux as well.
It looks like you following the project at github (Ziraeal07)?
-JeffNPPAngband current home page: http://nppangband.bitshepherd.net/
Source code repository:
https://github.com/nppangband/NPPAngband_QT
Downloads:
https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57Comment
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