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* More flexible unit image use
@ 2004-07-18 21:02 Hans Ronne
       [not found] ` <20040718220118.10023.qmail@web13123.mail.yahoo.com>
  0 siblings, 1 reply; 10+ messages in thread
From: Hans Ronne @ 2004-07-18 21:02 UTC (permalink / raw)
  To: xconq7

I have checked in two major changes to how Xconq handles unit images.

1.  Every unit can now have it own image, which is unique for that unit and
its associated views. To define a specific image for a given unit, just
include the image-name in the unit definition. For example, in the Intro
game, change the definition for Jinod to:

(town 12 10 1 (n "Jinod")(image-name "ancient-city"))

This will cause Jinod, but no other towns in the game, to use the town
image from the Advances game.

This is particularly useful if you have a number of units of similar type
that you want to distinguish from each other. For example, the Lord of the
Rings game defines a unique unit type for each hobbit in order to provide
them with unique images. It is now possible to use only one unit type for
all hobbits and still give them their own images.

2. The second change is that it is now possible to define a list of images
that should be used for a particular unit type. The game will then pick an
image at random from that list each time a new unit is created. Thus, to
use more town images in the Intro game, add this line:

(add town image-name ("ancient-blue-city" "ancient-green-city"
"ancient-small-city"))

The first image in the list (ancient-blue-city) is the default image, which
is the image that is shown in the unit list and the help window. Units that
have their own images defined (e.g. Jinod) are still drawn using those
unique images instead.

This is useful in games where you have a large number of similar units and
want to provide some variety for the eye. It may also help the player to
keep track of units if they have somewhat different images.

Hans


^ permalink raw reply	[flat|nested] 10+ messages in thread
* Re: More flexible unit image use
@ 2004-07-18 22:42 Elijah Meeks
  2004-07-18 22:46 ` Eric McDonald
  0 siblings, 1 reply; 10+ messages in thread
From: Elijah Meeks @ 2004-07-18 22:42 UTC (permalink / raw)
  To: xconq7

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From: Elijah Meeks <elijahmeeks@yahoo.com>
To: Hans Ronne <hronne@comhem.se>
Subject: Re: More flexible unit image use
Date: Sun, 18 Jul 2004 15:01:18 -0700 (PDT)

> 2. The second change is that it is now possible to
> define a list of images
> that should be used for a particular unit type. The
> game will then pick an
> image at random from that list each time a new unit
> is created. Thus, to
> use more town images in the Intro game, add this
> line:


That's amazing.  I'll be checking in the new version
of Specula, called Opal (The old name sounds too much
like a medical contraption), in a few days.  Along
with Opal (And what I've been spending much of my time
on lately) will be the Angband set of graphics from
molotov.nu.  Take a look, there's hundreds of them:

http://www.molotov.nu/?page=graphics

It's taking a while to reformat the gifs and write the
imf, but when I'm done, there'll be quite a bit of new
images for any Xconq fantasy games.  I never thought,
though, that I'd get a chance to show so many in Opal.

And, just to show that I'm never satisfied, is there
any way to set side-specific unit images?



		
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^ permalink raw reply	[flat|nested] 10+ messages in thread

end of thread, other threads:[~2004-07-20  0:45 UTC | newest]

Thread overview: 10+ messages (download: mbox.gz / follow: Atom feed)
-- links below jump to the message on this page --
2004-07-18 21:02 More flexible unit image use Hans Ronne
     [not found] ` <20040718220118.10023.qmail@web13123.mail.yahoo.com>
2004-07-18 23:06   ` Hans Ronne
2004-07-19 18:30     ` Elijah Meeks
2004-07-19 19:08       ` Eric McDonald
2004-07-19 19:27         ` Hans Ronne
2004-07-19 21:42           ` Eric McDonald
2004-07-20  0:33       ` Stan Shebs
2004-07-20  5:25         ` Hans Ronne
2004-07-18 22:42 Elijah Meeks
2004-07-18 22:46 ` Eric McDonald

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