Tag Archives: tiles

Revisiting my ANSI tile map

A screenshot from my revised ANSI tile map, as it appears on my BBS, Guardian of Forever.

Nearly 10 years ago, my daughter Jadzia wanted me to make a game called “Jewel Mountain.” One of my early ANSI experiments for the game was to make an RPG-style tile map in ANSI.

When I started it years ago, my initial idea was to adapt 16×16 pixel-art tiles to sprites made of ANSI text, and implement the map in 132×60 mode, since it’s higher “resolution” and the characters are square rather than rectangular. I made a working version of this years ago and some of you probably saw it. But eventually I regretted those design choices: The 132×60 terminal mode isn’t commonly used by most folks; and the 16×16 sprite size was just too big.

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ANSI tile map

A screenshot from my ANSI tile map experiment. The map requires a 132x60 terminal window.

A screenshot from my ANSI tile map experiment. The map requires a 132×60 terminal window.

Earlier this year I described how we used Synchronet’s Javascript support plus its Frame and Sprite libraries to produce some pretty cool ANSI animation effects, including a sprite walking in front of a parallax-scrolling background.

Recently I’ve been experimenting with how to make maps.

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