Author Topic: What about a Dual-layer ASCII char combination database?  (Read 2239 times)

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Offline DJ Omnimaga

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What about a Dual-layer ASCII char combination database?
« on: February 09, 2010, 04:41:54 am »
I really love the look of games like Elmgon and Serenity. It is amazing what you can do with pure BASIC without losing much speed now and I kinda wish I could do stuff like this myself. But here comes the problem: figuring out good dual layer ASCII character combination is mega hard. I can't come up with anything good myself, because there are so many combinations to test, not to mention the layers can be offset to create different effects or like in Serenity/Elmgon get rid of spaces between characters.

So what I was wondering, it's if someone or multiple people could post good ASCII character combinations here, or write a program to do so, and describe what the created character could be used for, and if the second layer needs to be offset by 1 or not. Maybe a program could be created containing all chars combinations in 4 strings: two for no offsets (with spaces between each chars on tilemaps) and two for 1 px offset (no spaces).
« Last Edit: February 09, 2010, 04:48:06 am by DJ Omnimaga »

Offline Builderboy

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Re: What about a Dual-layer ASCII char combination database?
« Reply #1 on: February 09, 2010, 10:33:47 am »
I think Weargoose had a sheet with all the combination possible made from all the single character tokens, I'll see if i can go find it...

Offline mapar007

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Offline DJ Omnimaga

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Re: What about a Dual-layer ASCII char combination database?
« Reply #3 on: February 09, 2010, 12:46:23 pm »
Yeah, altough it's extremly huge and hard to find anything in there...

It also doesn't do Serenity-style graphics...

Offline ztrumpet

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Re: What about a Dual-layer ASCII char combination database?
« Reply #4 on: February 09, 2010, 05:09:16 pm »
Excellent idea!  I don't have many good combos yet, but one of my favorites (Serenity style) is E, d.  It's the main sprite in my Elmgon Movement Engine Screenies. :D