XCOMRL

XCOM2GIF.exe

by Kyzrati on 20130517 , under

So... now that I've got some ASCII art lying around, I figured I'd see what it looks like in the actual game, where it is in fact intended to go one day...

After writing a simple base class for importing and displaying images from REXPaint (*.xp), I decided it was pretty boring just throwing the images up there on the console. Our UFOpaedia's going to need a little more pizazz than that. What to do...

I know, why not integrate the image display class with the particle system? All we need are commands that particle scripts can use to interface with the various components of a REXPaint image (ASCII, foreground/background colors). Done. Particles are now capable of drawing their data from images, and thereby manipulate their appearance.

Here are some simple examples recorded from a test console running in the game:


And those examples use only one image layer, while the system is capable of reading each layer of the image individually, some of which could be pure color/ASCII effect layers designed in REXPaint to enable a mixture of procedural and designed art. Theoretically the system could be used to create some far crazier effects, or even animate images (though I don't imagine going that far myself).

5 comments more...

5 comments

  • Kyzrati

    Although not animated in any way, several posts back I did have a rifle among the concepts I was playing with. Some more concepts/versions of other weapons that I haven't shown here yet also appear in the REXPaint gallery.

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