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Messages - Thraka

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1
Here you guys go: https://github.com/Thraka/SadRex/releases

I didn't test it though because I'm pressed for time. Let me know if there are problems. You can also fork and fix. The code is much more straight forward than RexReader (no offense Bacon Soap :) ).

Also, I made it as a PCL so it should run everywhere with no problems.

2
Hey guys, I can fix his bug but I'm not totally sure where it is. I tried investigating it a couple of months ago but couldn't figure it out. I would fix one thing then suddenly some other oddity would show up. So I just wrote my own reader from scratch following the spec. I'll get you all some code later tonight after work.

3
Everything REXPaint / Re: Adding support to SadConsole game engine
« on: June 29, 2015, 10:11:24 AM »
Thraka, here's a sample given to me by the artist DragonDePlatino (creator of the DawnLike roguelike tileset)

Thanks! I've loaded it and verified that it works. :) Do you happen to have something with multiple layers?

Not sure if this is the best spot to jump in, but you mentioned you're using RexReader in SadConsole. I just cleaned up RexReader's repo a bit, and started publishing it as a NuGet package. I saw that people were starting to use it and wanted to make the process easier, instead of making consumers compile from scratch/include it in the project. Definitely feel free to fork/suggest improvements!

More on topic: SadConsole seems pretty cool, and that dwarf art is impressive. My sample files that I use in my automated tests are shameful in comparison!

Thanks BaconSoap! I've already forked and sent a pull request to you. :) I'm avoiding going the nuget route for the dependency. I don't want to have the users of SadConsole (if any...) to have to pull down an additional library at this point, nor do I want to split my code out (that converts the TileMap into my LayeredConsole object) into an additional library with a dependency on yours. If things get bigger for any reason I'll probably go that, but for now it's much more convenient to have your classes directly in my project.

I have this at the top of all of your files that are in my project
Code: [Select]
// Copyright (c) 2015 Andrew Varnerin
// Taken from https://github.com/BaconSoap/RexReader
// Namespace changed to match SadConsole

4
Everything REXPaint / Re: Adding support to SadConsole game engine
« on: June 03, 2015, 10:44:56 PM »
Ackk! My eyes completely glazed over the manual.txt file.. dooorpp! Thanks :)

Yeah someone send me some xp pls :) My email is my username at outlook.com

Thanks!!

5
Everything REXPaint / Re: Adding support to SadConsole game engine
« on: June 03, 2015, 08:26:47 PM »
Yeah I would love some .xp files to test with. I could make some but it would be much cooler to get it from real users.

6
Everything REXPaint / Re: Adding support to SadConsole game engine
« on: June 03, 2015, 06:03:57 PM »
Quick question, if REXPaint supports multiple layers, does it use a specific character for transparent? Character 0 perhaps?

Also, does anyone have some REXPaint art they could share with me?

7
Everything REXPaint / Adding support to SadConsole game engine
« on: June 03, 2015, 12:15:06 PM »
Hi,

I'm going to add support for rexpaint files into SadConsole, an ascii/ansi game engine (MonoGame based) I've been building over the last few years. I can do this easily with RexReader.

Just wanted to say hello. :)

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