> There do seem to be two possible problems with the main file, both of
> which could have been induced by my multi-step picture conversions.
> First of all, there is an awful lot of "black" in the pictures,
I don't understand what you mean by this. Are there black pixels floating
around, are the graphics themselves too dark, or what?
> making them somewhat hard to see, and in fact, some of the pictures use black
> as part of the picture itself, which may make transparency issues hard.
> Second, several of the pictures seem to have a few semi-random green
> dots speckled on them, unless this is supposed to be a "floor" under
> the picture.
I don't see what is wrong with black graphics. Since none of the graphics
are solid black, I think they will look pretty good, in the darkness and
all. I mean, you will just see the hints of grey, red, or blue light, and
their glowing eyes. Then you can see them in full view when they step
into the light. It might just be me, but I think this would be a pretty
cool effect. Of course, i can make the hints of light stronger. The only
graphics i did with pixels that blend into the floor are the molds, and
possibly some of the items or monsters with lighting effects. But most
likely it happened through the conversion. How do you prevent this? Are
the random pixels everywhere?
If you think the problems are occuring through conversion, may I suggest
that i convert them on my computer, and see if they look the same. What
format would you like me to convert them to?
> Or should I go the road taken by the ascii version of Angband, and use
> a special "floor picture" which is *only* drawn when the grid is empty
> of any other contents? I do *not* like when each picture explicitly
> includes a "floor" behind the picture, since it prevents you from ever
> changing your floor picture, though I suppose it pre-empts the need to
> ever use any kind of "mask" bits.
See, I didn't know you were this intent on transparent graphics. I will
need to make some changes in the graphics to make them look good on black
*and* grey backgrounds. This will cut down on alot on the blended look of
most of the graphics. However, it will make the game look nicer over
all. One thing that doesn't need to be transparent are the player icons.
Having them come with their own "floor," would make them easier to see.
If you want to use lighting effects, the player icon's "floor" should be
lightest of all. BTW, should there be special graphics for floors and
walls with light on them, and for the darkened ones, like in ascii
Angband? This would cut down on the harshness between light and dark in
the game.
I get the impression that you want to use black as a transparency color.
I think white would be alot better, seeing as how I didn't use any pure
white in my graphics.
-Adam Bolt-
--
Adam Bolt - bsb...@nkn.net