game font

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

game font

Post by linflas »

the classic atari font is used for everything in the game, would it be possible to change the font with only one variable in config.txt or (better) a bitmap replacement for all the letters AND the runes ?
User avatar
Gambit37
Should eat more pies
Posts: 13773
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

Classic Atari Font? is it really -- I thought FTL just made a standard 5x5 pixel font, didn't realise it was the same as the Atari one. In fact, I'm sure it isn't...

Anyway, I agree about fonts -- would be nice to have the replaceable too, have bene asking for this for some time... and yes, it would have to be a bitmap, as it's a bitmap in the rtc .dat files at present, same as the orginial game.
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

Post by linflas »

bump... after seeing Gambit's interface screenshot :)
and why not customizing mouse pointer too ? i guess these bitmaps are also located in the graphics.dat file and this will probably affect the POINTER variable in config.txt...
User avatar
L!ghthouse
Craftsman
Posts: 106
Joined: Mon Nov 10, 2003 9:43 pm
Location: Budapest, Hungary

Post by L!ghthouse »

I agree with you, I would like to see the GUI more customizable in RTC. The mouse pointers, the intro bitmaps, the inventory bitmaps, the save game bitmaps, the bitmaps used for text, ect.

The resolution in RTC is already twice what the origional was. Why are we still limiting ourselves to the old 320x240 resolution? George has made quite an effort to make the game at 640x480. I am currently working on revamping all of the original bitmaps that DM used to twice their original resolution. You should see what a difference it makes to the "feel" of DM when you play it at the higher resolution! :D

The problem comes when you have this great looking 640x480 dungeon where you have replaced all of the bitmaps that you can, and your mouse, text, inventory, ect. are still at their native 320x240 resolution. :?
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

Post by linflas »

this is so true that i'm resamping all my new bitmaps (desert wallset, new monsters, objects...) to a 320x200 resolution !
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

Can now specify detailed colourings for each font (down to a different colour per pixel) in V0.33
User avatar
Gambit37
Should eat more pies
Posts: 13773
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

Wooooooooooooottttttttyyyyyyyyyyyyy Woooooooooooot! Parp parp! Yay! I need a smilie with a bigger grin than the ones we've got. :D
User avatar
Gambit37
Should eat more pies
Posts: 13773
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

I just downloaded and took a look at the spec for fonts -- it's even better than I expected as you allow for the rune selector and all sorts to be customised. That's fabulous! I can pretty much do everything I want now to customise the interface for my future dungeon. Thank you George for both putting up with my whining and implementing these features!
Post Reply