As has been discussed elsewhere, I've been trying to customise DROD's graphics. A discussion of the graphics then is probably in order.
The graphics are made up of the room tilesets and the object tileset. The room tilesets include everything about a particular room's theme - including force arrows, and in AE, trapdoors. It also has a different tile for each shadow. The object tileset contains all the monsters (as well as Beethro and the mimics) and all the doors. Modifying these tilesets produces direct results in DROD - a good sprite artist could turn DROD into, say, Star Wars.
The lightning, Beethro heads, background art and everything else are in seperate files, so it's possible to change most of DROD's graphics using something as simple as Paint. Making it look good is another matter.
To do alpha blending at the moment, you'd need another file. Transparancy is handled by picking a colour and making it transparent, which probably leads to the anti-aliasing effects you see.
Erik, being a programmer, is more interested in ensuring the editor works than the graphics looking cool, but unlike a programmer, grudgingly admits that something needs to be done. This may have to do with the fact that the current solution is unelegant and involves a lot of special cases (namely, the shadows.) He plans a graphical rewrite after AE is released, possibly to go with Journey to Rooted Hold and/or the new monsters.
Matt
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