On Thu, 30 Jan 1997, Gary Barnett wrote: > > -----Original Message----- > From: Anthony J rye [SMTP:ajrye@one.net] > Sent: Thursday, January 30, 1997 7:13 PM > To: Gary Barnett > Cc: 'Circle Mailing List' > Subject: RE: Looking for Ansi creating programs > > > If i may add AcidDraw is another very good prg. Somewhat similiar to the > draw. if you dont like the draw thats another alternative :) > > Having never used AcidDraw I cannot comment on it... > > > This is really an excellent ANSI editor for DOS. It can do ANSI emulation.. I played > > with it a bit for the mud as a diversion.. kinda fun :-) > > Actually this was a typo.. or just a lost thought maybe.. In saying 'emulation' I meant > animation. I remember using the heck out of it [Thedraw] to create animated sequences > for my BBS. I created one for each door, and had the other usual ones.. Was good fun.. > I think that lost at could be revived in muds.. I'd love to be able to send an ansi animation > lasting maybe five seconds when a player dies.. Like an animation of someone falling to > their death, etc.. Just a little touch.. but those are the ones that make the whole > something more than it's parts. > > As far as implementing that goes, you need a way to stream the chars at the player fairly > effectively.. The bbs had the advantage of lagless operation excepting line noise, and the > full attention of the processor. > > > --Mallory > > > > > > > > +-----------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | > +-----------------------------------------------------------+ > Yeah that would be difficult to code. but i dont see why it cant be done :) I think thats an excellent idea :) i know a mud that has picture for mobs kinda. But they arent animated :) +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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