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Gaming > Angband > Re: 256 Colours...
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Re: 256 Colours in Angband variants

by Andrew Doull <andrewdoull@[EMAIL PROTECTED] > Apr 11, 2008 at 04:00 PM

On Apr 12, 6:27=A0am, pete m <pmac...@[EMAIL PROTECTED]
> wrote:
> On Apr 11, 6:11 am, Andrew Doull <andrewdo...@[EMAIL PROTECTED]
> wrote:
>
>
>
> > Hi,
>
> > I'm in the process of considering converting across to using '256'
> > colours in Unngband. I'm more likely to go with the 19 or so colours
> > offered 'off the shelf' by Sangband than the shades in NPPAngband.
>
> > The main thing driving this is the ridiculous number of monsters in
> > Unangband, which results in more than a few instances of different
> > monsters with identical appearance in the game. A secondary
> > consideration is the ego monster code, which requires the same monster
> > be distinguished by several different shades of colour.
>
> > This is really a question for Diego or anyone else who's made the
> > transition and is familiar enough with the platform code.
>
> > Outside of the util.c and cave.c code, and the various bits of
> > initialisation of colour prefs in cmd4.c and files.c, do I have to
> > mess with the display code or platform specific code that much? As far
> > as I can tell, no. There's some nice adaptive code by Leon that
> > attempts to 'best guess' the appropriate colour for windows and SDL
> > palette based displays, but this doesn't appear essential.
>
> > Also, in this day and age, do I have to worry about 16 colour VGA
> > displays any more?
>
> > Thoughts welcome.
>
> > Regards,
>
> > Andrew Doull
>
> I doubt I can distinguish 256 hues if they are used in isolation.
> It's one thing in a jpeg, where the hues lead to big flat patches and
> unpleasant edges, but for a single 'D' on a black background I don't
> think more than 64 makes sense.

The standard Sangband implementation uses 28 colors which can be
distinguished fairly readily. I'll be adding various hues to that to
distinguish ego monsters, particularly the ego class monsters. These
hues will tend to apply to group monsters, so you'll see the monsters
next to each other, and hopefully distinguish the redder one (mage)
from the bluer one (priest). Remember, at the moment with 16 colors,
there is no way of distingui****ng these.

My thinking is as follows around the minor hues:

Whiter - archer
Redder - mage
Greener - warrior
Bluer - priest
Darker - thief

As well as for other ego monsters (LEVEL_SPEED, LEVEL_SIZE,
LEVEL_POWER, LEVEL_AGE)

Whiter - older
Redder - faster
Greener - large/huge/giant
Bluer - more powerful

The base monster that can ego will need to be an 'Off' color to start
with, to allow them to get whiter, etc. For instance, a white monster
that has ego abilities (not everyone does) will be Off white (in
reality a light grey that is lighter than the existing TERM_L_WHITE).

That gives a total of 28 * 7 (base + 5 hues + 'off' colour) =3D 168
colors approximately (less in reality e.g. no hues of black possible,
for instance, and some colors not requiring an 'off' colour because
they're in the middle of the range).

Regards,

Andrew Doull
 




 7 Posts in Topic:
256 Colours in Angband variants
Andrew Doull <andrewdo  2008-04-11 06:11:04 
Re: 256 Colours in Angband variants
pete m <pmac360@[EMAIL  2008-04-11 13:27:07 
Re: 256 Colours in Angband variants
Martin Bazley <martin@  2008-04-13 18:05:04 
Re: 256 Colours in Angband variants
Andrew Doull <andrewdo  2008-04-11 16:00:52 
Re: 256 Colours in Angband variants
Nick <nckmccnnll@[EMAI  2008-04-11 17:19:12 
Re: 256 Colours in Angband variants
Andrew Sidwell <takkar  2008-05-15 18:33:54 
Re: 256 Colours in Angband variants
Andrew Doull <andrewdo  2008-05-16 04:06:16 

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tan12V112 Sat Jul 26 10:30:27 CDT 2008.