| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Well, maybe some of them look better than others...
|
|
|
|
|
| |
If someone else doesn't get to this first, I'll probably churn up
something that at least doesn't look like steam.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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).
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
| |
It's not used anywhere, yet.
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
| |
This should also allow us to draw clouds beneath monsters.
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
| |
Add tiles to use as numerical overlays to indicate the priority given
to squares adjacent to the player by Fedhas' growth ability.
|
|
|
|
|
|
| |
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. :)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10051 c06c8d41-db1a-0410-9941-cceddc491573
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6936 c06c8d41-db1a-0410-9941-cceddc491573
|