Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: How difficult would this be (GUI-Related)  (Read 1879 times)

Sergius

  • Bay Watcher
    • View Profile
How difficult would this be (GUI-Related)
« on: January 16, 2008, 09:56:00 pm »

Hey Toady, how difficult would be to change your program to something like this:

;) and eventually the menus and other things could be improved separately from the gaming area (turned into toolbars? toolboxes? something out of the Tropico interface maybe with sub-toolbars?).

For anyone else who is going to say "but then it wouldn't be curses or ascii or whatever", I think we're gone past the curses/ascii stage. Or are you going to tell me that I can run DF under text console mode under Windows or Linux?

Anyway, cheers as usual, game is very addictive...

PS: Hey, have you thought about another feature called the BOSS KEY? All you need is an empty screen that looks like a harmless command prompt or something, maybe when you hit alt-tab while paused or something. It would be neat since I play this at the office a lot haha. Of course it could be disabled in the init.

Logged

Fenrir

  • Guest
Re: How difficult would this be (GUI-Related)
« Reply #1 on: January 16, 2008, 10:11:00 pm »

quote:
Originally posted by Sergius:
<STRONG>...think we're gone past the curses/ascii stage.</STRONG>

You are suddenly faced by a pair of massive jaws. Saliva drips from between the glimmering teeth you can see within them. Terror fills your heart as you look up into the creatures eyes. These are the jaws of Fenrir, the monstrous wolf. The very jaws that consumed Tyr's hand, the very jaws that are fated to kill Odin himself during Ragnarok.
"ASCII", the wolf growls deeply, "will never die!"
The jaws gape open, and in another instant, your blasphemous ways are at an end.
Logged

Torak

  • Bay Watcher
  • God of Gods of Blood.
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #2 on: January 16, 2008, 10:26:00 pm »

You're suggesting a vanilla-released graphics set and tileset?
Logged
As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Sergius

  • Bay Watcher
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #3 on: January 16, 2008, 10:27:00 pm »

I think you misunderstood. I mean THIS game is past ASCII. It's not ASCII anymore. It's not ASCII compatible. You can't run in ASCII, you can only make it look like ASCII via opengl textures. Just because the screen is (currently) limited to 80 x 25 tiles, and the (graphical) tiles look like ASCII characters, ASCII it is not, my friend. It's not ASCII here or there. It's not ASCII anywhere. It's not ASCII in a box. It's not ASCII with a fox. It's not ASCII in a boat. It's not ASCII with a goat.
Logged

Sergius

  • Bay Watcher
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #4 on: January 16, 2008, 10:31:00 pm »

quote:
Originally posted by Torak:
<STRONG>You're suggesting a vanilla-released graphics set and tileset?</STRONG>

I'm suggesting whatever rendering method it currently uses (vanilla tileset, graphical textures, etc) at least in the playing area (the left rectangle) but just make the separate parts of the interface... well, separate. Probably having the modal screens be modal dialogs or whatever.

Eventually they would even be modeless and could work in real time with pause off (if Toady wants it so), but for now just focus on being able to separate them in our respective windowed OS(es). Also if at some point Toady wants to make it cross-compilable (say in Linux or Mac, IF that is even possible), using a device independent library like wxWidgets could be a good idea too.

Logged

Torak

  • Bay Watcher
  • God of Gods of Blood.
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #5 on: January 16, 2008, 10:39:00 pm »

quote:
Originally posted by Sergius:
<STRONG>

I'm suggesting whatever rendering method it currently uses (vanilla tileset, graphical textures, etc) at least in the playing area (the left rectangle) but just make the separate parts of the interface... well, separate. Probably having the modal screens be modal dialogs or whatever.</STRONG>


Well they're connected by this little thing called a hardcode, and toady has explicitly stated he will not work on the UI for a long time.

Logged
As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Fenrir

  • Guest
Re: How difficult would this be (GUI-Related)
« Reply #6 on: January 16, 2008, 10:40:00 pm »

quote:
Originally posted by Sergius:
<STRONG>I think you misunderstood. I mean THIS game is past ASCII. It's not ASCII anymore. It's not ASCII compatible. You can't run in ASCII, you can only make it look like ASCII via opengl textures. Just because the screen is (currently) limited to 80 x 25 tiles, and the (graphical) tiles look like ASCII characters, ASCII it is not, my friend. It's not ASCII here or there. It's not ASCII anywhere. It's not ASCII in a box. It's not ASCII with a fox. It's not ASCII in a boat. It's not ASCII with a goat.</STRONG>

And it shall always look like ASCII! Beautiful, glorious ASCII!
Logged

WillNZ

  • Bay Watcher
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #7 on: January 16, 2008, 10:42:00 pm »

Difficult enough to make programming much slower. He's not upgrading the interface at all until the game is at a more advanced state of completion... or at least that's what I could glean from his interview.

BTW, nice graphic. I hope the game one day looks like that.

[ January 16, 2008: Message edited by: WillNZ ]

Logged

Fenrir

  • Guest
Re: How difficult would this be (GUI-Related)
« Reply #8 on: January 16, 2008, 10:49:00 pm »

quote:
Originally posted by WillNZ:
<STRONG>BTW, nice graphic. I hope the game one day looks like that.</STRONG>

Armok, smite them! Let loose your ‼carp‼ upon the ASCII haters!
Logged

Sergius

  • Bay Watcher
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #9 on: January 16, 2008, 10:55:00 pm »

quote:
Originally posted by WillNZ:
<STRONG>BTW, nice graphic. I hope the game one day looks like that.</STRONG>

Well the in game graphic is just an existing character set with a graphic set, with 16x16 pixels per tile, I just added the borders and docklets or whatever (ripped em straight from Photoshop, I did  ;))

Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #10 on: January 17, 2008, 12:54:00 am »

As long as the suggestion is the window interface and not taking away my pseudo-ASCII I'd like to see it.
Logged

Capntastic

  • Bay Watcher
  • Greetings, mortals!
    • View Profile
    • A review and literature weblog I never update
Re: How difficult would this be (GUI-Related)
« Reply #11 on: January 17, 2008, 01:31:00 am »

I think this would be super tough to do, given the way the game works.    We'll have to wait until the presentation arc to see what sort of groovy ideas Toadius has.
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #12 on: January 17, 2008, 07:51:00 am »

The spinning !!carp!! strikes Sergius in the head!
The spinning !!carp!! strikes WillNZ in the head!

 :mad:

*The demonic kobold stands before you, madness in his eyes*

This. Game. IS. ASCII. It has always BEEN ASCII. And it will ALWAYS be ASCII.
Beautiful ASCII, my preczioussss...

*Highfives Fenrirs paw*

Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

dyze

  • Bay Watcher
    • View Profile
Re: How difficult would this be (GUI-Related)
« Reply #13 on: January 17, 2008, 08:34:00 am »

quote:
Originally posted by Torak:
<STRONG>

..he will not work on the UI for a long time.</STRONG>


aww, i just hope he doesnt wait until its 'feature finished', that would be one big ugly monster to wrestle.

nice to see my tileset floating around tho, even if it isnt on the wiki  :)

Logged

Red Jackard

  • Bay Watcher
    • View Profile
    • Wiki Page
Re: How difficult would this be (GUI-Related)
« Reply #14 on: January 17, 2008, 08:40:00 am »

quote:
Fen and Armok's tantruming
Good lord! Will you people cool it with the spam every time these sort of threads pop up? Isn't this injoke becoming a bit ridiculous by now?
Logged
My dwarves are not your dwarves.
Pages: [1] 2 3