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gumix
Can't stop making ASCII / ANSI things

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First post, what I'm working on...

Posted by gumix - August 23rd, 2018


My first feed, who's going to read it at all? Who cares :P

7003667_153504160091_anim.gif

I'm working on a new "must fail" code named project, another Ascii (Ansi) game. Currently I'm completely focused on 3D ANSI engine. It is NOT another offsceen rendering with "ansi shader". All assets are made in Ascii, usually painterd from 12 directions + another 12 if reflected in water. Everything is composited on screen from sprites and terrain triangles rasterized and z-buffered in software.

What do you think, is this worth further efforts?

You can try it here (online app):
http://asciicker.com/x12


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Comments

Holy crap! So this is literally just plopping down a screen full of ANSI characters on every refresh? This is awesome, I love the aesthetic and you definitely gotta keep it up.

Back in the 90s when Flash didn't exist and I had no idea how to use graphics engines, I made a vertical scrolling shooter in PASCAL where every tick it would clear screen and redraw the art with ANSI characters. This is like a fever dream version of that and I love it.

Oh! Are you that Tom?
Motivation recharged to 400%
I didn't consider such positive feedback, thanks for tweeting.

Freaking cool, I've seen this used plenty of times but throwing 3d and a playable game into the mix is pretty awesome!

Tom just tweeted this out, so I was curious what had him so excited.
The looks fantastic!! It's really mind bending, because it looks like these super old DOS games. The it suddenly takes on this whole other dimension (both literally and game design wise) when it starts rotating around. The depth on the cliffs was especially effective!

I wold love to see this move forward!!

Wowsa, this is really brilliant. How much memory does it take to render this every refresh?

Screen buffer is just 4 bytes / character cell. So 4x screen WidthxHeight in cells. World map is 4 bytes per 8x8 cells (currently map is 512x512 of such 8x8 blocks) and finaly sprites: also 4 bytes / cell times 12 directional views times WidthxHeight.
Every 4 bytes are: char (ascii), attributes (fg+bg), depth and use for anything byte.

@Tom I did the same thing in QBASIC with ascii for a game where you fought knights, and had to block high and low or dodge. Year was about ‘96. That was 2d horseshit. This here is PRIMO.

This is genuinely awesome. Would love to see more of this!

This is so refreshing and smooth, the fact that it doesn’t require offscreen rendering is pretty cool! I think the effort is worth it because you could make some amazing content like this!

@TomFulp @gumix Thanks for posting something cool to tweet about!

This is really great looking!

OMG THOSE GRAPHICS, N****!!!!

Wut? I hate graphics ;P