Graphics for "Vulture's Claw" (Slash'em)

View: New views
2 Messages — Rating Filter:   Alert me  

Graphics for "Vulture's Claw" (Slash'em)

by Darth Nepharious :: Rate this Message:

Reply to Author | View Threaded | Show Only this Message

Hello,

I know this forum is not specially devoted to the "it-seems-to-be-defunct-by-now" Slash-em's supergraphical version, Vulture's Claw, but I also know there are some fans (and some developers, even) of this version on this list; so there's no such current forum for those graphical versions, I've decided to look for some help here. Does anyone here know how to make graphics and add them to the game? A step-by-step tutorial for it would be nice. Just to reanimate "Vulture's Saga"; I think they are worth for it. :)

Greetings,
Darth Nepharious

Re: Graphics for "Vulture's Claw" (Slash'em)

by xkernigh :: Rate this Message:

Reply to Author | View Threaded | Show Only this Message

slashem-discuss seems to the be de facto the Vulture's mailing list.

On Sunday 30 December 2007 10:48:14 am Darth Nepharious wrote:
> Does anyone here know how to make graphics and add them to (Vulture's
> Claw)? A step-by-step tutorial for it would be nice. Just to
> reanimate "Vulture's Saga"; I think they are worth for it. :)

Today, I introduced myself to Vulture's and did some source-diving. The
process, of add graphics, does not seem to have documentation (though I might
have missed it).

The file vultures/util/tilespec.c seems to be of importance. For example, it
contains a line:
OBJECT("HELMET",               "object1.png", 4, 1),

This seems to refer to vultures/gamedata/graphics/tilesrc/object1.png column 4
row 1. If I open object1.png and look at the purple squares, counting the
first column and row as zero, then I see a helmet at 4, 1.

So if I wanted to add a "dented pot" graphic, I might open object7.png and
draw a dented pot at 5, 4 (which is now empty). Then I would open tilespec.c
and add to struct tiledef tiledefinitions[] a line:
OBJECT("DENTED_POT",           "object7.png", 5, 4),

And in the struct eqmap tilemap[] array I would delete the line:
{T_OBJECT, "DENTED_POT",                 "HELMET"},

Then if I remake Vulture's, the dented pots might look like dented pots
instead of helmets. (I have not tried this yet.)

--Kernigh http://nethack.wikia.com/wiki/User:Kernigh

-------------------------------------------------------------------------
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
_______________________________________________
Slashem-discuss mailing list
Slashem-discuss@...
https://lists.sourceforge.net/lists/listinfo/slashem-discuss