looks the same and is something I cannot name but will call 'uninteresting'.
You asked!

Gambit37 wrote: Thu Oct 08, 2020 12:00 pm I often wonder if it's a mistake to start showing things to people... so many opinions![]()
![]()
Every dungeon crawler has taken liberties with what looks good vs. what would actually work structurally. If you look at Captive, EOB, even Legend of Grimrock, they all have discrete ceiling blocks in their tiles that simply could not work in the real world. DM avoided the issue by having a completely bland ceiling of random pixels, so I wanted to improve that. I'm not that concerned about complete realism, just what looks good to me personally.
I should stress that this is a creative update to DM to suit my own preferences. Some of you probably won't like all the changes. I'm OK with that.![]()
Gambit37" wrote:Interesting that people prefer the original floor. I suspect nostalgia is at play here.
Paul Stevens wrote:For me it is not nostalgia. There is no left, right, up, or down. It all
looks the same and is something I cannot name but will call 'uninteresting'.
Ha. Honored to know we share this understanding of ourselves. It keeps us studying, doesn't it?Gambit37 wrote: Fri Oct 09, 2020 8:22 pm Amazing that such things can stir such reactions
I admit I didn't understand your up/down comment, but that's ok. I don't understand a lot of things.
The two rectangular, black sections at the top? Could they be turned into Neon Signs?
I know we've moved a bit past this point, but I thought I'd add my thoughts to the mix on some things. First off, I like what I'm seeing. I like the skeleton on the right best. IMO the shield is about the right size for a large round shield. Also adding the steel reinforcements and steel boss in the middle makes it look far better. That original shield would be impossible to hold, with nowhere for the hand to go, that's why round, centre grip shields have that boss sticking out in the middle, and it's made of steel to give more protection to the hand. Seeing that in a game makes me think "finally, someone gets it."Gambit37 wrote: Thu Oct 01, 2020 12:58 pm My visual update to DM/CSB remains in low resolution. I'm slowly updating all the creatures through pixel editing, which is a huge undertaking. But I'm not sure how far to go with the changes.
Here's an example of the skeleton. Which do you prefer? The one that still remains close to the original skeleton in the middle, or the more interesting/realistic version on the right? (Note that the right hand one is not finished, it would be cleaned up a lot!)
![]()
Thank you. No promises about where any of that might end up though! But I do think a 'redux' version of DM might be nice for DSB: it will look oldschool with the original graphics, but would get the RTC spellbook, the magic map, and some of my extras that I developed such as the "no hoarding" immovable chests, etc.Sophia wrote: Sun Jan 09, 2022 9:39 pmFor what it's worth, I thought your additions to the DM mechanics were quite nice, and to see them in a new dungeon would be pretty great.
It's the scaling of the graphics. With DSB running at 640x480, it's not possible to get the kind of scaling that DM does at 320x240. With DSBs graphics being 2x the original DM graphics, when the engine scales anything down for distance sizing, they can look higher resolution at a distance than the surroundings and this looks super weird. Here's a visual to explain it, DSB currently shows this mirror on a front3 wall at half its doubled resolution, which doesn't fit with the style of the wall. It should really look more like the mirror on the right.Sophia wrote: Sun Jan 09, 2022 9:39 pmWhat glitches are you talking about with DSB, though? And what are you doing to generate a "proper old-school low-res view"?
Code: Select all
if (gui_name == "viewhack" and game.state.dungeonview) then
dsb_bitmap_clear(bmp, color.powerpink )
local level, x, y, face = dsb_party_coords()
local light = dsb_get_light_total()
local fullview = dsb_dungeon_view(level, x, y, face, light)
local halfview = dsb_new_bitmap(224, 136)
dsb_bitmap_blit(fullview, halfview, 0, 0, 0, 0, 448, 272, 224, 136)
dsb_bitmap_blit(halfview, bmp, 0, 0, 0, 0, 224, 136, 448, 272)
end