Open JonathanLochridge opened 6 months ago
Ascii looks perfectly fine. I recommend using a terminal emulator with ubuntu mono or your favorite font. Issue closed.
Although the present author isn't inclined to add that to his list of tasks:
It's been done. The Mac version had a very attractive GUI version, and the author of it was porting his engine to Windows - in fact it's a brutal fact that the sourceforge version of the code is broken BECAUSE that port was abandoned in the middle of the task (I don't know why it was abandoned, but I also wasn't able to figure out what went wrong well enough to fix it).
Anyhow, right now I think one plausible path might be to try to rescue that port, either by trying to port it to a fork of this project or by trying to rescue the old Windows port.
https://sourceforge.net/projects/omega-roguelike/
Anyhow, if anyone wants to try to do that, I'd be very glad to help, as my name is on that repository so I'm kind of implicated in the failure (I'm 'wtanksle'), so ping me.
-Wm
On Mon, Mar 4, 2024 at 9:13 AM Jonathan Lochridge(High Tyrol) < @.***> wrote:
I was wondering if it would be feasible to add a graphical tileset mode to this to maybe get it some more attention? it seems like a really cool game.
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I was wondering if it would be feasible to add a graphical tileset mode to this to maybe get it some more attention? it seems like a really cool game.
This version of Omega uses curses for drawing, which is not made for tile graphics. However, there is a project called Necklace of the Eye (NotEye) which can be used to add tile graphics to curses roguelikes. This is what ADOM uses for adding tiles. I'm not sure how much of an undertaking this would be though.
Tiles are not something that interests me personally, so this is not something I have focused my efforts on. However, I also understand that tiles are important for a lot of people. If someone were to submit a pull request which adds support for tiles, I may consider accepting it.
One of my long-term goals is actually to cleanup the display code to get all the curses routines wrapped by a class. If that class is carefully designed, such an abstraction could make it easier to add support for tiles without having to use Necklace of the Eye.
Here's a screenshot from the Mac version I mentioned.
That looks decent. I think it's neat how the altars all have different symbols depending on the god.
I personally quite like ascii, but I am a little bit of an artist. And my C++ is kind of meh. So I figured it might be an easier way to contribute to the project. I haven't worked too much with curses though. At least the color palette is sensible for this game.
I also didn't know you could swap the fonts. I probably could make it look a little bit better to my personal tastes by doing that at least.
I am also a pretty big fan of using custom 1-bit glyphs that use the same kind of coloring system as ascii but technically aren't ascii sometimes. Particularly for stuff like walls. But it can look pretty good with other stuff too.
Having actual tile support or at least support for larger character sets is nice though. But you can still do a decent amount graphics wise without that even.
Rather than going for some uber-fancy. Or worse a meh looking one that technically has colors. A lot of roguelikes have tilesets that look worse than the ascii honestly. But I like it when they still have a similar feeling at least.
I was wondering if it would be feasible to add a graphical tileset mode to this to maybe get it some more attention? it seems like a really cool game.