summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/rltiles/dc-misc.txt
Commit message (Collapse)AuthorAgeFilesLines
* Ugly tiles for the new cloud types.Steve Melenchuk2014-03-191-9/+8
| | | | Well, maybe some of them look better than others...
* Enums for tiles for the new cloud types.Steve Melenchuk2014-03-191-0/+12
| | | | | If someone else doesn't get to this first, I'll probably churn up something that at least doesn't look like steam.
* Hellfire tileontoclasm2013-08-071-0/+2
|
* Searing ray tilesontoclasm2013-08-031-0/+7
|
* Differentiate noxious fumes in tilesontoclasm2013-07-291-0/+3
|
* Remove gloomChris Campbell2013-07-161-0/+1
| | | | | | Functionally it wasn't very different from regular fog, except that it had an annoying interface (no glyph, recolouring things that were standing in it).
* Updated projectile tiles (roctavian, 7229)ontoclasm2013-06-201-0/+25
|
* Tiles for the new Crypt monstersontoclasm2013-05-261-0/+4
|
* Forest fire tileontoclasm2013-04-141-0/+2
|
* Hilight Vehumet gifts in the tiles mem. tabontoclasm2013-01-201-0/+1
|
* Gloom and seething chaos tilesontoclasm2012-09-101-0/+6
|
* Fix compilation.Florian Diebold2012-08-111-4/+0
|
* roctavian's spell projectiles (#5638).Florian Diebold2012-08-111-0/+55
| | | | | | This is everything from the original submission, except the drain tiles. Those are in unused; I couldn't decide whether one of them looks better than the original.
* Drop the dc- prefix from three tile directory names, for consistency.Adam Borowski2012-06-101-4/+4
|
* Dust trails for bouldersPete Hurst2012-03-201-0/+5
|
* Weak-ass tiles for calcifying dust.Adam Borowski2011-07-091-0/+5
|
* Add a tile for sensed allies.Johanna Ploog2011-04-151-0/+1
| | | | It's not used anywhere, yet.
* Some (crappy) tornado effect tiles.Adam Borowski2011-04-021-0/+3
|
* Temporary tile for holy flames.Jude Brown2011-03-191-0/+2
| | | | | | This is just a recoloured grey smoke tile, which is now yellow to match the similar colour in ASCII. It doesn't look anything like flames, though -- but I don't think actually using flames would be a good idea.
* Move blood tiles into subdirectory dc-misc/blood.Johanna Ploog2011-03-151-1/+2
|
* Ash mon detection: makeshift tiles.Adam Borowski2011-01-221-0/+4
| | | | | | This is a place that would make the god unplayable without any, so we need _something_, and the circles are probably bad enough that tile artists will feel a need to improve them quickly :p
* Automated whitespace fixes.Adam Borowski2010-12-221-1/+0
|
* Split icons out from main.png. Fixes #2981.Johanna Ploog2010-12-161-60/+4
| | | | This should also allow us to draw clouds beneath monsters.
* Use new Zz tile for sleeping (stabbable) monsters. Cute.Johanna Ploog2010-12-151-1/+1
| | | | | | | The may_stab_brand is shifted to the question mark (old stab_brand), and the exclamation mark (old may_stab_brand) is currently unused. More Zzz variants can be found in the UNUSED directory.
* Add coolio's mimic icon, modified by me to make it smaller.Johanna Ploog2010-11-271-0/+1
|
* Add cloud with disturbance tiles for invisible monsters in cloud.Raphael Langella2010-11-171-0/+9
| | | | | | | | | | | | This fix Mantis 2573. I didn't do ink, forest fire, holy flames and gloom because even though they are supposed to be opaque clouds, it seemed unnecessary. To make the tiles, I used the unseen monster tile, filed it with 50% gray, blurred it and used it as a layer mask to add transparency to the clouds. I saved the shape as UNUSED/other/cloud_disturbance_shape.png This is my first tiles, so someone more skilled should be able to do better.
* Remove "better water transparency" option.Enne Walker2010-05-141-3/+0
| | | | | | The amount of code complexity to draw ~6 extra transparent pixels isn't really worth it. Also, the fact that it can't be turned on by default due to bad OpenGL drivers means that few people are likely using it.
* Add inky wave overlays for the kraken's ink clouds.Johanna Ploog2010-02-231-0/+3
| | | | | | | I experimented a bit with ink blots and cloud shapes and eventually decided simply overlaying the water with a inky sheen would work best. This did require adapting the wave combination to ink, but it works rather well.
* Tiles support for displaying spores prior to creating themCharles Otto2010-02-201-0/+3
|
* Display priority numbers for Fedhas' growth in tilesCharles Otto2010-02-141-0/+11
| | | | | Add tiles to use as numerical overlays to indicate the priority given to squares adjacent to the player by Fedhas' growth ability.
* Replace demons' number icons with coloured pentagrams.Johanna Ploog2010-02-011-5/+5
| | | | | | The adjacent colours are a bit easy to mix up, but it's probably an improvement over the technical numbers. Also, I'm proud of myself for managing such a nice pentagram. :)
* Experimentally overlay demon tiles with the corresponding numbers.Johanna Ploog2010-01-271-0/+8
| | | | | | | | | | | | | | | | | | | | | | I added an option tile_show_demon_numbers, defaulting to true (at least for testing purposes). Not documented yet, as things are still subject to change. One of the big disadvantages of tiles vs. console is that it is impossible to get an idea of demons' difficulty from their tiles. Tiles players have to learn the connection between their tiles and danger (and it's very easy to get them mixed up, probably more so even than their names), whereas console players can tell at a glance that a '1' is more dangerous than a '3'. These numbers now also get displayed for tiles, which is heavy-handed, technical and confusing for players otherwise unused to arbitrary glyphs. ("Why is 1 worse than 5?"). I've also coloured the numbers in a range from yellow (5) to red (1), which is much easier to understand, and this at least should be kept even if the numbers get replaced with other symbols. For example, if we interpret the demon glyphs correspond with their "ranks" in hell, the tiles could display stars instead, or skulls, or coloured flames. Whatever, anything but numbers. :p
* Add purge's tile for the orb of destruction and its magic trail.Johanna Ploog2010-01-211-1/+5
|
* Tile transparency in water without overlays.Enne Walker2010-01-171-0/+3
| | | | | | | | | | | | | | | | | In order for jpeg's waves to work on deep water as well as shallow, we need to not use partially transparent overlays to simulate an actor or an item being submerged. Now, non-flying objects on water will be drawn transparently to blend with the water below. This should mostly look the same, except it will now work on top of waves and will not require a mask for each water type. As a nice side-effect, ghosts are now transparent again and the water on top of submerged objects now animates properly. See the comments in tilebuf.cc for details. The mask tile itself can be adjusted to change the water level, but the parameters to SubmergedTileBuffer will need to be changed to compensate depending on what the new art looks like.
* New type of cloud: thick gloom.Jude Brown2010-01-101-0/+2
| | | | | | | | | | | | | | | It's a fast-moving, long-lasting cloud that clumps together. It will dissipate very quickly unless it is near other clouds. It is opaque, and blocks line of sight with two or more clouds, but unlike other clouds, it does not actually use the '#' glyph. Instead, it colours the ground underneath it magenta. It's currently unused, and while it's an interesting visual effect that will have some great potential in portal vaults and specific branches, should probably be used very rarely. Also includes a tile for these, though I'm not too happy with the effect.
* Distinguish icons of neutral and good neutral monsters.Johanna Ploog2010-01-061-0/+1
|
* Colour-variant "white smoke" tile.Jude Brown2009-12-291-0/+6
| | | | | | | | Basically just a test to make sure that cloud recolouring using recoloured tiles (if they exist) works. As far as I can see, it works exactly as hoped-for! It's just a matter of reorganising the base cloud associations so that you can specify any type of smoke, recolour it, and get the proper tile.
* Add tiles for rain clouds and mutagenic fog.Johanna Ploog2009-12-121-0/+11
|
* Add purge's tile for berserk monsters. Very neat, thanks!Johanna Ploog2009-12-071-0/+1
|
* Rename purple smoke to clouds of translocational energyStefan O'Rear2009-11-061-1/+1
|
* Experimentally use Denzi and/or Mitsuhiro's water tiles for the Shoals.j-p-e-g2009-09-161-0/+2
| | | | | | | | | | | | It's possible that they make the water look too busy, but maybe I only need to get used to it. Also add some more alternative tiles for the plain dungeon floor and walls, and move around some spell tiles again. Also fix 2844278: melding stacks stat bonuses for Merfolk. Update change log for the starting stat and exclusion changes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10688 c06c8d41-db1a-0410-9941-cceddc491573
* * Fix infinite Xom teleportation rides. Whoops!j-p-e-g2009-08-031-3/+0
| | | | | | | | * Move unseen altar/entrance tiles to dngn.png, so they're handled correctly with magic mapping. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10482 c06c8d41-db1a-0410-9941-cceddc491573
* Make fish on dry land (due to Feawn's Sunlight power) flop about andj-p-e-g2009-07-211-1/+1
| | | | | | | | | | lose hit points until back in water, using ENCH_AQUATIC_LAND. (Bug 2824663) Also fix tiles compilation (patch 2824632) and add DATA_DIR_PATH to tiled icons (patch 2824635). Both patches (and some more) by Trent W. Buck. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10364 c06c8d41-db1a-0410-9941-cceddc491573
* Properly set more SVN properties.dolorous2009-06-261-96/+96
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10051 c06c8d41-db1a-0410-9941-cceddc491573
* Add more semi-animations to the dungeon. This just means that some tilesj-p-e-g2009-06-251-1/+1
| | | | | | | | | | | | | with 2 or more variants get a random one whenever the buffer is refilled. Right now the following tiles are variable like that: * Item: orb of Zot (should be the only animated item in the game) * Features: portal, abyssal exit, altars to Xom/Makhleb, lava I also added tiles for the crystal spear (nice) and the ratskin cloak (abysmal). I also tidied up the tiles some more. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10043 c06c8d41-db1a-0410-9941-cceddc491573
* * Monsters shout only when they notice you (i.e. you are in sight).j-p-e-g2009-05-091-0/+1
| | | | | | | | | * Add a tile for out of range grids (lighter shade than out of sight). * Make Xom's repel stairs effect only happen during tension. * Add Z to keybind.txt. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9755 c06c8d41-db1a-0410-9941-cceddc491573
* * Add tile for Nergalle, who's actually not all that ugly but apparently j-p-e-g2009-03-091-0/+1
| | | | | | | | | | | has a really bad fashion sense. * Add a sticky flame marker for monsters. * Replace the trapdoor spider tile with a less original, but nicer one. * Improve shopping interface: replace "examine item" command with a toggle between browsing and shopping. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9397 c06c8d41-db1a-0410-9941-cceddc491573
* Tidy up tiles some more.j-p-e-g2008-12-281-1/+0
| | | | | | | | | Add subfolders for some armour types, demonic monsters, and reinstate some of the unused tiles that conceivably could see use in the future (e.g. for new unrandarts or for meta-commands) in an UNUSED folder. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8006 c06c8d41-db1a-0410-9941-cceddc491573
* Add tiles for the sewers' murky (deep and shallow) water, as well as aj-p-e-g2008-11-201-0/+3
| | | | | | | | | | yellow background for melded items in inventory. Allow higher level transformations (level 5 and above) to work even if your to-be-melded equipment is cursed, exempting weapons, as before. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7522 c06c8d41-db1a-0410-9941-cceddc491573
* Adding health bars for monsters (and allies).ennewalker2008-09-161-0/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6936 c06c8d41-db1a-0410-9941-cceddc491573