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DSB Version 0.36

Posted: Fri Mar 13, 2009 10:09 pm
by Sophia
What's new:

- Added PNG support
- Clicking on mouth now shows food/water/poison
- Fixed wall window rendering bug
- Fixed bugs in quiver handling
- Wallset renderer now will actually use image offsets
- dsb_bitmap_textout now returns the number of lines printed

Re: DSB Version 0.36

Posted: Wed Mar 25, 2009 7:21 am
by iGame3D
How'd this sneak by me for a week?
Tests great in emulation on the Mac.
I actually ended up with a program that supports PCX so I can doodle on your map files.

As a developer I'd like more freedom in monkeying around with DSB.
Being able to bind more keys and especially to bind a key to restarting/reloading
the dungeon quickly so I could see what horrors my script changes cause more
quickly. It takes about a minute or two to load DSB on the emulator after quitting.

I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.

How should I attempt to play with the PNGs and is transparency supported?

BTW is this strange garbled text in the right hand column suppose to be there?
Maybe its just an emulated thing.
Image
It changed the dsb.ini with this:

Code: Select all

Config = 0
TurnLeft = 44
TurnLeftAlt = -1
TurnRight = 46
TurnRightAlt = -1
MoveForward = 45
MoveForwardAlt = 84
MoveLeft = 41
MoveLeftAlt = 82
MoveBack = 42
MoveBackAlt = 85
MoveRight = 43
MoveRightAlt = 83

Re: DSB Version 0.36

Posted: Wed Mar 25, 2009 10:44 pm
by Sophia
iGame3D wrote:As a developer I'd like more freedom in monkeying around with DSB.
Being able to bind more keys and especially to bind a key to restarting/reloading
the dungeon quickly so I could see what horrors my script changes cause more
quickly. It takes about a minute or two to load DSB on the emulator after quitting.

I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
Hmm, some of this may be doable. It would certainly not be difficult to make DSB just re-parse a lua file. However, it'd then be your responsibility to make sure that running it twice doesn't do anything funny (it'd not "unload" the file as such, just reload it in again)-- because the dungeon.lua is compiled and then that is what is used to play the game, that's trickier.
iGame3D wrote:How should I attempt to play with the PNGs and is transparency supported?
Yes, transparency is supported. DSB had alpha channel support before PNG support, actually; you just used to have to use TGA files. You still can, but PNG files are smaller so some people prefer them.

Check out alphahaze.png in the test dungeon. It's a replacement teleporter haze with an alpha channel.
iGame3D wrote:BTW is this strange garbled text in the right hand column suppose to be there?
Maybe its just an emulated thing.
The Mac is reporting the key names with lowercase characters, which are rendered as spell symbols in DSB. For example, L<spells> is Left, because pal is e, mon is f, and so on. Windows uses all uppercase so I hadn't seen this before. :)
iGame3D wrote:It changed the dsb.ini with this:
Those are the settings you chose. Rather than try to come up with intuitive key names and then have to parse them, it was easier for me (and easier for users, too, I think) to just have a configurator built into the program and let you press the key you want-- the values saved are used internally by Allegro and I'd assume they're scancodes or something, but I'm actually not sure what they are, or if they're even platform-independent.

Re: DSB Version 0.36

Posted: Thu Mar 26, 2009 4:49 am
by Bit
If an A gives the value of 1, then it's simply Allegro's key-enumeration (see keyboard.h)

btw - I'm about to believe that there is something wrong in Allegro's CFG-file with the country-selection.
Don't trust that part. Using the key-enumeration you should be safe.

Re: DSB Version 0.36

Posted: Fri Mar 27, 2009 10:15 am
by ian_scho
iGame3D wrote:I think I'd want to reload lua files without resetting the whole dungeon,
to test things without having to play an hours worth of dungeon to find
the thing I added at the end of the level.
Sophia wrote:Hmm, some of this may be doable. It would certainly not be difficult to make DSB just re-parse a lua file. However, it'd then be your responsibility to make sure that running it twice doesn't do anything funny (it'd not "unload" the file as such, just reload it in again)-- because the dungeon.lua is compiled and then that is what is used to play the game, that's trickier.
This would be orgasmically good! Seconded.

As it is I just currently drag a 'D' shape (gesture) with my mouse using StrokeIt to load up DSB and am seriously thinking of learning a little AutoHotKey scripting to just click the Enter button as well. I'm extremely grateful as it is that DSB doesn't take as long to load as say, TeamFortress2 :lol:

Re: DSB Version 0.36

Posted: Fri Mar 27, 2009 2:42 pm
by ian_scho
Oh, and StrokeIt intercepts my right-click, unfortunately. Can't get to the inventory screen via the short-cut route ;)

Re: DSB Version 0.36

Posted: Fri Mar 27, 2009 6:28 pm
by Sophia
I am afraid that a program called "StrokeIt" resulting in something "orgasmically good" is pretty far into Mophus territory. :shock:

Re: DSB Version 0.36

Posted: Fri Apr 10, 2009 8:56 am
by Bit
I just downloaded it, played with the test dungeon and took a look in all those source files.
Sophia - what a tremendous work! My deepest respect!! I will not know how much hours you spent into this all...