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Posted: Fri Apr 08, 2016 10:41 am
by kimsoonsung
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Re: TomeNET Pseudo-graphic Fonts Release

Posted: Fri Apr 08, 2016 11:15 am
by Lightman
This looks really really nice. Will try it later.

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Fri Apr 08, 2016 12:14 pm
by tangar
Wow! Beautiful! Great!

p.s.
may be it would be nice to have .txt file in .zip archive with installation instruction :)

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Posted: Fri Apr 08, 2016 1:00 pm
by kimsoonsung
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Re: TomeNET Pseudo-graphic Fonts Release

Posted: Fri Apr 08, 2016 2:53 pm
by C. Blue
A note from the Dev Team, in the midst of discussion:

Great work guys, we're pretty excited about this. It looks great! :)
We're currently discussing the potential issue of the client being able to remap even symbols that are meant to be indistinguishable.
To that end, we'll probably be fine with making Ancient Dragons and Wyrms distinguishable and in that case we will also change their colours to flickering ones that will make them distinguishable for all normal text font players too. Angels and hounds are already easily distinguishable by their colours, so we don't mind the visual additions there.
However, we'll probably make changes to the server so that certain symbols will remain indistinguishable, for things that are meant to be chameleons: Those would be Death Swords, Cloakers, monsters that are supposed to look like walls or doors (door mimic), etc. so that players cannot just remap those to something obvious (bright red crosses :-p).

Oh and btw, Kimsoonsung, are you actually Randonneur or is that someone else? ^^

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Fri Apr 08, 2016 11:08 pm
by Lightman
Looks great, I am sold on it.

Do you need any help to improve it further? Do you have any ideas for further work?

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Posted: Sat Apr 09, 2016 7:01 am
by kimsoonsung
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Re: TomeNET Pseudo-graphic Fonts Release

Posted: Sat Apr 09, 2016 2:33 pm
by tangar
kimsoonsung wrote: I want to use the characters of extended ASCII codes( from 128 to 255 glyphs ) for many diverse terrains & objects.
But at this moment, there is a problem about that codes. I've seen buggy screens with that.
This feature would change a game for sure! It wouldb e really awesome!

Why this buggy screens appears? May be devs knows? Please guys help to break this wall!

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Sat Apr 09, 2016 4:32 pm
by Lightman
might be woorth trying -1 for font 255
-2 for 254. etc

down to 127

Re: TomeNET Pseudo-graphic Fonts Release

Posted: Sun Apr 10, 2016 2:50 pm
by Lightman
I tried using the characters 128-255 and when I tried, there was a bug that sometimes tiles are repainted with the character 128 lower than the one that should have been painted. So char 254 could sometimes repaint as character 126, which is '~'.

Using negative numbers made no difference.

Sorry this doesn't work for you.