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878474 Posts in 32924 Topics- by 24336 Members - Latest Member: BeefJack

May 22, 2013, 12:54:20 AM
TIGSource ForumsDeveloperCreativeArtASCIIPaint and WEPaint
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Author Topic: ASCIIPaint and WEPaint  (Read 45145 times)
eigenbom
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« Reply #240 on: August 11, 2011, 09:46:20 PM »

Just to add to the proliferation of Ascii art programs, here's one I've been working on (heavily inspired by melly's program).



I reworked the gui quite a bit, and added a number of features like copy/paste, a grid, resize, etc.

Link to TIG thread

-B
« Last Edit: May 11, 2013, 06:15:19 PM by eigenbom » Logged

Nolithius
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« Reply #241 on: March 17, 2012, 09:18:10 PM »

Figured I'd mention that I was inspired by all of the beautiful artwork on this thread to create the character portraits for The Adventurer's Guild 7-day roguelike, using ASCIIPaint:



Developed in Flash and playable in the browser over at: http://www.nolithius.com/guild

The game is also drawn with the 8x8 bitmap tileset from ASCIIPaint, and uses the same color palette.

Cheers!
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eigenbom
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« Reply #242 on: March 17, 2012, 09:28:58 PM »

those portraits are great, good work Smiley
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Joshua
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« Reply #243 on: March 19, 2012, 06:24:55 PM »

When I was playing your game I was wondering what you used to create the portraits. Good work and fun game!
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Quarry
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« Reply #244 on: April 06, 2012, 12:27:06 PM »

This thread actually inspired me to use more color and character variety in my rogues

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shpoonj
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« Reply #245 on: April 13, 2012, 05:07:35 PM »

What are the odds of getting ascii output? I'd love to be able to 'draw' some ascii art to throw into a project, but I'd need text!
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eigenbom
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« Reply #246 on: April 13, 2012, 05:15:22 PM »

My ascii-paint has .txt output but it doesn't include the colour info. The full ascii-paint .apf file format contains all the info and is fairly simple to parse, check out this file for the nitty gritty.
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JP
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« Reply #247 on: May 05, 2012, 08:22:58 PM »

Hello!  I've started working on another ASCII art tool that is a bit different:
* support for arbitrary charsets / palettes (C64, Atari 8-bit, DOS, ZX Spectrum, whatever)
* UI optimized for speed of the most common painting operations, ie high "flow"
* UI can scale up to any resolution
* UI renders in the current character set and palette (looks cool!)
* python/pygame instead of flash (+/-)
* open source

Screenshot!



A fairly recent version is here:
http://code.google.com/p/vectorpoem/downloads/list

Update: Windows EXE build here: https://www.dropbox.com/sh/mx85yxav8ta59g5/jtUWbn2ycV

Build notes:

Quote
EDSCII is an ASCII art editor supporting arbitrary color palettes and character sets.
This is the first build where the most basic of editing tools are usable.  The app loads/saves from/to a single file.

commands:
spacebar - bring up character + color selector
left-click - selected foreground color in color selector
right-click - selected background color in color selector
c - toggle character painting
f - toggle foreground color painting
b - toggle background color painting

My TODO list shows where I'm going with it:
http://code.google.com/p/vectorpoem/source/browse/trunk/petscii/todo.txt

Let me know what you think!  I'm very eager for some feedback, especially on the UI which I want to make the best of its kind.
If there's enough interest I'll give the thing its own thread.
« Last Edit: May 06, 2012, 10:06:51 AM by JP » Logged
Triplefox
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« Reply #248 on: May 14, 2012, 07:21:46 AM »

I'd like to see a go-to common file format for all of these ASCII tools, because there's some barriers keeping them out of usage in games right now. I looked around a month or two back and ultimately implemented XBIN, which is a very cool and compact spec, designed to stream well over slow modem connections by interleaving color and character data in a single RLE stream. But it wasn't quite right for use in a modern ASCII game; for example, height was implicit, which made it kind of annoying to edit, at least in PabloDraw. And while it had entries for palette and character set, the character size was limited. It didn't have a notion of transparency. Et cetera.

My own ideas:

-JSON-based first - maybe later a binary form with IFF/FourCC style chunks. Ease of implementation is critical - we want to be able to bootstrap partial support in an engine just by eyeballing an example file. To grow the format, we can add more chunk types.
-Fixed, predefined modes for number of colors, characters, blink, transparency, etc. Pretty much all character-graphics systems in existence just take some power of 2 or boolean value for each of these properties, so I think we can decompose them into individual settings.
-A named character set and palette identifier, under the assumption that most assets are aiming to reuse an existing retro system, or address a common set for the game(which could be referenced in a nearby file).
-Custom character sets(this should be an all-or-nothing proposition - either you're using an existing set or you're completely replacing one - otherwise implementation is complex)
-Custom RGB palettes
-Planar layers. This allows for any combination of characters/attributes to be stacked and gives a straightforward path towards support for animations too - if the file has more layers than needed for the rendering mode, the extra layers are animation frames.
-No compression beyond the JSON/binary distinction. Adds too much implementation overhead, and we can always apply a generic compressor on top on distributables or(if creating assets for a real retrocomputer) write a custom exporter.
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eigenbom
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« Reply #249 on: May 14, 2012, 02:17:57 PM »

Yeh I agree that there's a technical barrier to their usage, but that's probably because there are such a wide variety of applications. Although i worked on it quite a while back now, i seem to recall that ascii-paint uses an uncompressed RIFF-based format, has layers, has transparency, has custom palettes and custom character sets. If you go digging maybe you'll see that your wishes are already fulfilled. Wink

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kurtss
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How nice.


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« Reply #250 on: May 19, 2012, 04:56:48 PM »





I'm done with this program, I'm stopping before more stupid stuff like that happens again.
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TheBreadCat
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« Reply #251 on: July 01, 2012, 10:56:55 AM »


It took some time, but I think the result is ok Tongue
« Last Edit: July 24, 2012, 01:31:05 PM by TheBreadCat » Logged

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« Reply #252 on: July 23, 2012, 03:51:18 PM »



Yet another ANSI paint program appears!

Download!

This program can also open images produced by WEPaint.

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Kyzrati
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« Reply #253 on: April 27, 2013, 07:24:30 AM »

Hey eigenbom, just dropping by to say that your fork is so much more feature complete than the other editors I've tried over the years, it was a pleasure to work with.

I made this using your fork:


I'll soon be coding my own ASCII editor based largely on your feature set, though with some modifications I need to ensure more efficient workflow and better compatibility with X@COM. You can read more about it in my blog post.

On a side note, I absolutely love the collection of art that appeared in this thread back when it was active. I guess everyone's all all ASCII'd out now? Such an inspiring thread... (I even downloaded all the images and sometimes browse through them occasionally for fun.)
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X@COM - The X-COM RL | Cogmind - 7DRL 2012 | REXPaint - ASCII art editor
eigenbom
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« Reply #254 on: April 27, 2013, 02:45:35 PM »

Hey eigenbom, just dropping by to say that your fork is so much more feature complete than the other editors I've tried over the years, it was a pleasure to work with.

Hey dude, some really great art you've done there. I love those hybrid ascii-art/roguelikes, good luck with yours! There's another thread with ascii-paint gifs in, so be sure to check those out too. Smiley

Are you forking ascii-paint or starting your own? The code base for ascii-paint is fairly straightforward so might be a good starting point..
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