Anyway, I'm working on NPC's next. The game screen is 60x24, the rest
will be used for stats/info. So I think sprites could be 24x24 to look
rendering too. I noticed that ANSI colors don't work when direct
launching the door from Mystic. ANSI col/row positioning works, but
colors don't work.
That's odd. Mystic shouldn't be doing that, what terminal are you using? Is it the same terminal you're using to test locally?
Anyway, I'm working on NPC's next. The game screen is 60x24, the rest
will be used for stats/info. So I think sprites could be 24x24 to look
ok?
Locally it's just the bash terminal, default settings with Kubuntu.
in your bash script. This may help. Additionally sometimes I use a cp437 wrapper when things don't look right, which can be found here:
https://github.com/keaston/cp437
MissChief wrote to esc <=-
in your bash script. This may help. Additionally sometimes I use a cp437 wrapper when things don't look right, which can be found here:
https://github.com/keaston/cp437
Thanks that totally helps with the local terminal. It doesn't
help with the door on Mystic though, everything comes out
garbled. This is such a weird issue
I went with 16x16 sprites to match the wall textures; it simplifies rendering too. I noticed that ANSI colors don't work when direct
When you're not at a right angle, it gets worse of course. So I was thinking of making it so only 4 directions will be used, something like old style RPG "maze" type games. The idea is to have a "3D" representation of the game world.
Anyway, I'm working on NPC's next. The game screen is 60x24, the rest will be used for stats/info. So I think sprites could be 24x24 to look ok?
I just realized how much data is going to be sent each frame, at least 20kb. Locally it works great, but imagine a slow internet connection.
This sounds a bit like a Dungeon Master, which IMO is pretty sweet https://www.johndaileysoftware.com/products/bbsdoors/dungeonmaster
something those with more smash and grab loots, quests, whatever would
be sweet
thinking of making it so only 4 directions will be used, something like old style RPG "maze" type games. The idea is to have a "3D"
representation of the game world.
Anyway, I'm working on NPC's next. The game screen is 60x24, the rest
will be used for stats/info. So I think sprites could be 24x24 to look
ok?
What do you guys think?
Anyway, I'm working on NPC's next. The game screen is 60x24, the restI imagine you meant 20x24, but, yeah, that seems plausible.
will be used for stats/info. So I think sprites could be 24x24 to look
ok?
Though there _is_ always the possibility of doing the 132 column format, that's moderately well-supported, these days. Not
sure if the tradeoff of more ANSI space would be worth the decrease in amount of BBSs that could support the software.
your issue with that is not so much the BBS supporting, but the terminal supporting it. especially the older systems and heck.. i'm using procomm logged into my own system and that's only 80*24 technically it supports more window size wise, but the bbs still only thinks 80*24 even though
the termianl size is bigger
rendering too. I noticed that ANSI colors don't work when direct
launching the door from Mystic. ANSI col/row positioning works, but
colors don't work.
have affected anything, but suddenly ANSI works. Argghgh..
Anyway, now that the engine works, I need to decide on the actual gameplay.
Well, also aggravating, but we _are_ talking about code, so, "it works
in a useful manner" is a pretty nifty point.
Though I am kind of tempted to do an update of/homage to the Lemonade stand door game that I still play on my BBS. Mostly because that seems approachable in size and scope.
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