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C.A. Sinner
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« Reply #92 on: November 26, 2012, 11:01:21 AM » |
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Been waiting for this all day! Keep up the good work! 
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Ultima Ratio Regum
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« Reply #93 on: November 26, 2012, 11:41:16 AM » |
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Been waiting for this all day! Keep up the good work!  Awesome - thanks  ! Will do. Next up: history generation.
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Ultima Ratio Regum
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« Reply #94 on: November 26, 2012, 04:28:05 PM » |
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Started work on 0.2.1, to correct a few tiny bugs people have spotted. Aiming for release this weekend! It'll also include an Export option to export your maps to .pngs; later you'll be able to export .txt files with various bits of information in too.
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Ouren
Enjoyed Some Pizza!
Level 4
Wolfgame
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« Reply #97 on: December 04, 2012, 11:45:52 PM » |
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i need new pants.
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Ultima Ratio Regum
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« Reply #98 on: December 05, 2012, 09:34:32 AM » |
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i need new pants.
I am greatly satisfied by having caused this state of affairs.
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Sergi
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« Reply #99 on: December 06, 2012, 04:47:36 AM » |
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Aesthetically, this is so awesome I kept my mouth open for a while. I have no comments except for this smiley:  Well, actually, I had a kind of idea for the ASCII art that you might or might not find interesting or relevant or useful, but here goes: I checked some screenshots for the different font sizes, and my browser scaled down the two biggest ones to the same size (in order to fit the window), and I liked how the biggest one looked after the scaling down. I assume the game is rendered as actual ASCII text with color (sorry, haven't spent much time reading up about the game yet). My idea was, what would it look like if rendered off-screen with a huge font size, then scaled down to get pretty anti-aliasing to show to the user? I don't even know if that's possible, since I don't know if you made the font yourself so maybe higher res is impossible. Again, sorry for maybe missing something that has already been explained somewhere. So yeah, I'll be following this
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« Reply #100 on: December 07, 2012, 03:23:39 AM » |
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Thank you! That means a lot  Re: the idea, it's a very interesting one. The game is indeed rendered as coloured text, which is made each time something needs drawing. The fonts I largely made myself (they contain some custom parts, though some parts are based on general free tilesets) and, whilst I might one day add a 14x14 or something for people with monitors that can fit it on, I fear the suggestion isn't workable - they are distinct letter characters, not "images" in their own right (as you suggested) and the system (and Python library) I use wouldn't be able to anti-alias them or shrink down a larger version. I can understand what you mean about how it could look, but I think it would remove a bit of the ANSI aesthetic 
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antoniodamala
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« Reply #101 on: December 07, 2012, 03:42:00 AM » |
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The coolest ansi & ascii art i've seen to this date. Just plain gorgeous. Sadly i'm not much into simulation, but good luck all the way. 
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« Reply #102 on: December 08, 2012, 03:15:35 AM » |
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The coolest ansi & ascii art i've seen to this date. Just plain gorgeous. Sadly i'm not much into simulation, but good luck all the way.  Thank you very much for both  - I can't wait to get started on the next version, but the day job calls...
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Ultima Ratio Regum
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« Reply #103 on: December 09, 2012, 06:03:33 PM » |
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Flag generation about 75% done. Some of the nicest ones generated so far: 
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Gimym TILBERT
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« Reply #104 on: December 09, 2012, 06:29:14 PM » |
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Did they have "meaning", flag have meaning, if for example you derive them from the parameter of the object you derive them from
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