REXPaint is a great tool, and the only reason I know it exists is from playing the game it was used heavily for, Cogmind. It's a great roguelike game, and if you enjoy them I would suggest you give it a try. The dev is active in the Roguelike Discord server as well. Any interaction I've had with them has always been positive and kind. Cogmind was great to see grow into what it is today.
Dunno if its actually good as a roguelike, but thats gotta be by far the neatest UI I’ve ever seen. Guy has a good blog as well about cogmind’s development
REXPaint: Powerful, User-Friendly ASCII Art Editor
21–27 of 27 posts
Re: REXPaint: Powerful, User-Friendly ASCII Art Editor
#22Earlier quoted context omitted.
Dunno if its actually good as a roguelike, but thats gotta be by far the neatest UI I’ve ever seen. Guy has a good blog as well about cogmind’s development
Can confirm it's great as a roguelike. This page is a nice summary of some of the new features it brings to the genre: https://www.gridsagegames.com/cogmind/innovation.html
Even his articles don't mention much about how it all plays out; it seems like he's far more interested in building a roguelike than making a good one (he talks a lot about how it impacts development, but not how it impacts play). But tbf, thats pretty much the starting story of any roguelike's development. I'd definitely start with this guy's resources if I was interested in making one
Re: REXPaint: Powerful, User-Friendly ASCII Art Editor
#23It's about time we had terminal emulators that took font/size commands the same way they understand colour changes. There's nothing (today) stopping us from making terminals that support outputting a font-code before dumping out some art like this produces, then setting it back afterward.. Suddenly TUIs could make use of tools like this ..
FNT - FONT SELECTION
Notation: (Ps1;Ps2)
Representation: CSI Ps1;Ps2 02/00 04/04
Parameter default values: Ps1 = 0; Ps2 =0
FNT is used to identify the character font to be selected as primary or alternative font by subsequent occurrences of SELECT GRAPHIC RENDITION (SGR) in the data stream. Ps1 specifies the primary or alternative font concerned: 0 primary font
1 first alternative font
2 second alternative font
3 third alternative font
4 fourth alternative font
5 fifth alternative font
6 sixth alternative font
7 seventh alternative font
8 eighth alternative font
9 ninth alternative font
Ps2 identifies the character font according to a register which is to be established.Also, section 8.3.55 and 8.3.56:
8.3.55 GSM - GRAPHIC SIZE MODIFICATION
Notation: (Pn1;Pn2)
Representation: CSI Pn1;Pn2 02/00 04/02
Parameter default values: Pn1 = 100; Pn2 = 100
GSM is used to modify for subsequent text the height and/or the width of all primary and alternative fonts identified by FONT SELECTION (FNT) and established by GRAPHIC SIZE SELECTION (GSS). The established values remain in effect until the next occurrence of GSM or GSS in the data steam.Pn1 specifies the height as a percentage of the height established by GSS
Pn2 specifies the width as a percentage of the width established by GSS
8.3.56 GSS - GRAPHIC SIZE SELECTION
Notation: (Pn)
Representation: CSI Pn 02/00 04/03
No parameter default value.
GSS is used to establish for subsequent text the height and the width of all primary and alternative fonts identified by FONT SELECTION (FNT). The established values remain in effect until the next occurrence of GSS in the data stream.
Pn specifies the height, the width is implicitly defined by the height.The unit in which the parameter value is expressed is that established by the parameter value of SELECT SIZE UNIT (SSU).
Re: REXPaint: Powerful, User-Friendly ASCII Art Editor
#24Earlier quoted context omitted.
Can confirm it's great as a roguelike. This page is a nice summary of some of the new features it brings to the genre: https://www.gridsagegames.com/cogmind/innovation.html
That page is actually what draws my concern -- it's got a lot of cool UI/UX improvements over other roguelikes, and there's a lot other games could/should learn from this guy... but other than the "A living ecosystem" section, there's nothing at all about the gameplay itself Even his articles don't mention much about how it all plays out; it seems like he's far more interested in building a roguelike than making a go…
The gameplay is unique, and much has been written about it, but it's not all in one centralized location like that page, which was easier to put together as simply images for demonstration.
For the other side of things there are many many articles on the blog detailing systems and mechanics and design considerations. Plus there are Steam reviews, which give a pretty clear picture of what people think. This one, and many others, are telling: https://steamcommunity.com/profiles/76561198035898628/recomm...
Also hi :)
(Edit: Oh, and I stopped writing a lot of Cogmind-specific design the articles for the blog in recent years, and some of the writing you might be looking for has gone towards FAQs here: https://www.reddit.com/r/roguelikedev/wiki/faq_friday)
Re: REXPaint: Powerful, User-Friendly ASCII Art Editor
#25Earlier quoted context omitted.
That page is actually what draws my concern -- it's got a lot of cool UI/UX improvements over other roguelikes, and there's a lot other games could/should learn from this guy... but other than the "A living ecosystem" section, there's nothing at all about the gameplay itself Even his articles don't mention much about how it all plays out; it seems like he's far more interested in building a roguelike than making a go…
Ah, this was mainly because it's easiest to show UI/UX innovation in images :P The gameplay is unique, and much has been written about it, but it's not all in one centralized location like that page, which was easier to put together as simply images for demonstration. For the other side of things there are many many articles on the blog detailing systems and mechanics and design considerations. Plus there are Steam r…
When I finish reading through, you’ve probably got a buy-in out of me; that much thinking has gotta produce something interesting, good or bad ;)
Re: REXPaint: Powerful, User-Friendly ASCII Art Editor
#26Earlier quoted context omitted.
Ah. That reminds me, I used to use TheDraw on DOS back in the day. https://en.wikipedia.org/wiki/TheDraw
I have a WIP renderer for the TDF font format for UNIX that I'm working on, which can output the fonts in CP437 or UTF-8 format on the terminal, or with the help of another tool, to a PNG. Example output: https://i.imgur.com/bkwSCEU.png That looks like a 4 at the end, but it's a 9. A lot of the TDF fonts are a bit crazy. Better image showing the different colored versions that are stored inside some TDF's: https://i.…
Re: REXPaint: Powerful, User-Friendly ASCII Art Editor
#27Earlier quoted context omitted.
Ah, this was mainly because it's easiest to show UI/UX innovation in images :P The gameplay is unique, and much has been written about it, but it's not all in one centralized location like that page, which was easier to put together as simply images for demonstration. For the other side of things there are many many articles on the blog detailing systems and mechanics and design considerations. Plus there are Steam r…
Oh damn, thats a lot of material When I finish reading through, you’ve probably got a buy-in out of me; that much thinking has gotta produce something interesting, good or bad ;)
(I'm happy to have started the FAQ series beyond the blog, because it's about so many other devs' RL projects as well, and we can share and learn so much more!)