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REXPaint => Everything REXPaint => Topic started by: Thraka on June 03, 2015, 12:15:06 PM

Title: Adding support to SadConsole game engine
Post by: Thraka on June 03, 2015, 12:15:06 PM
Hi,

I'm going to add support for rexpaint files into SadConsole (https://github.com/Thraka/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. :)
Title: Re: Adding support to SadConsole game engine
Post by: Thraka 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?
Title: Re: Adding support to SadConsole game engine
Post by: biomatter on June 03, 2015, 08:17:52 PM
There's a thread right below this one for stuff people have made :3

Unless you mean the original .xp files?
Title: Re: Adding support to SadConsole game engine
Post by: Thraka 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.
Title: Re: Adding support to SadConsole game engine
Post by: Kyzrati on June 03, 2015, 09:02:28 PM
Hi Thraka, and welcome!

Transparency is handled using the hot pink background color (255,0,255), this is mentioned in the manual in a few places, including Appendix B--make sure to read that section when you want to add support!

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.
I'd give you some cool .xp files of my own, but they're all in a special version of REXPaint that I use which isn't compatible with everyone else's... someone else hook him up?
Title: Re: Adding support to SadConsole game engine
Post by: biomatter on June 03, 2015, 09:09:23 PM
I'd give you some cool .xp files of my own, but they're all in a special version of REXPaint that I use which isn't compatible with everyone else's...
Ha! I figured you'd done something like that. I tried plugging the Cogmind stuff into REXP recently. Unfortunately, the alien parts did not load ;)
Title: Re: Adding support to SadConsole game engine
Post by: Kyzrati on June 03, 2015, 09:44:54 PM
Maybe that's why I did that ::)

And stop trying to spoil yourself!
Title: Re: Adding support to SadConsole game engine
Post by: Thraka 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!!
Title: Re: Adding support to SadConsole game engine
Post by: Kyzrati on June 03, 2015, 11:14:50 PM
They could just upload them here as an attachment, too, if they don't mind and in case someone else wants a look.
Title: Re: Adding support to SadConsole game engine
Post by: jimmijamjams on June 04, 2015, 01:00:11 AM
As soon as I get my home Internet connection back I'll link what I have (not until Wednesday next week at this stage). Doing everything on my phone has been very tedious this week...
Title: Re: Adding support to SadConsole game engine
Post by: ironpotato on June 04, 2015, 11:48:24 AM
Maybe that's why I did that ::)

And stop trying to spoil yourself!
And now I know what I need to be spending my time breaking!
Title: Re: Adding support to SadConsole game engine
Post by: Kyzrati on June 06, 2015, 06:57:29 AM
Thraka, here's a sample given to me by the artist DragonDePlatino (creator of the DawnLike roguelike tileset (http://forums.tigsource.com/index.php?topic=38615.0))
Title: Re: Adding support to SadConsole game engine
Post by: BaconSoap on June 06, 2015, 12:10:26 PM
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!
Title: Re: Adding support to SadConsole game engine
Post by: Kyzrati on June 06, 2015, 08:36:46 PM
Welcome, BaconSoap! Saw you in the forum signup notification and recognized you right away :). Thanks for your continued support.

I haven't checked out SadConsole yet, but once Thraka finishes REXPaint support I'll add it to the list of resources. Come to think of it, I'll make a sticky thread here with a complete list of REXPaint resources--better than only on the blog.

that dwarf art is impressive. My sample files that I use in my automated tests are shameful in comparison!
Well, it was made by a pretty good artist. I couldn't do that myself, either :P. Though you can see from the style that he's got a background in pixel art, rather than ANSI art.
Title: Re: Adding support to SadConsole game engine
Post by: Thraka 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 (http://forums.tigsource.com/index.php?topic=38615.0))

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
Title: Re: Adding support to SadConsole game engine
Post by: Kyzrati on June 29, 2015, 07:11:22 PM
Thanks! I've loaded it and verified that it works. :) Do you happen to have something with multiple layers?
Not me, no, at least nothing of significance like that art. All my own multi-layered files use the Cogmind-unique .xp format. All I could give you is some quick and dirty multi-layered doodle you could make yourself just as easily ;)