Original Usenet thread from alt.ascii-art, started 8 Nov 1997.
My dream program. :)#)
alt.ascii-art
· 6 messages · 8 Nov 1997 - 10 Nov 1997
"The AA ULTIMATE" is the BEST package ANYWHERE to draw ANSI and ASCII
graphics. Do you want the ease and simplicity of making the most perfect
and extravagant pics you ever have? Well look no further. Here are the
features of this package:
* WYSIWYG CGA/EGA/VGA graphic drawing. (You don't see altered pixels when
in magnified mode).
* All the features (and more) of DeluxePaint2Enhanced for the VGA paint
program.
* Thirty color palettes
* Twenty fill styles
* Truetype font use
* All the features (and more) of TheDraw.
* Unlimited TDF font selection
* Six addition save formats
* All the features (and more) of Poster, Graphic Workshop, DOSgifscii21, &
Figlet.
* Load, save and convert any of thirty graphical formats
* Use Figlet fonts, colorize them, and save as your own fonts
* Copy and paste color ANSI/ASCII into a font generator for TheDraw fonts.
* Switch between VGA and ANSI/ASCII to view your pictures before you
convert them, make corrections easily.
* Scale the conversions in any way possible (squeeze and stretch
horizontally or vertically, the pictures will resize automatically).
* Easy to understand wizards that help you through sample projects as well
as your own pictures.
* Convert the same VGA picture to both ANSI and ASCII, you can even have
the three pictures on screen at the same time.
* Switch between high and low ASCII, color or mono ANSI.
Yes, I'm a dreamer. Heh.
.
.
http://members.aol.com/lester5374
Ansi home page (ANSI are in GIF format only.)
FTP://members.aol.com/lester5374/ansi
To download the ANSI format (a lot more are here than are displayed on the
web page).
I would say that most midrange drawing/painting programs have most of the features you mentioned. Perhaps not a one-on-one feature mapping, but in terms of getting similar visual effects. For example, the typical mosaic effect of ANSI can be had by using pixellation filters of one kind or another. I like your ANSI gallery, and I noticed you converted everything to gif for display purposes. I did the same, even for black-and-white ASCII pics! ;-) ,, ( "> w The Original 'stein Gallery ,(> )>| http://members.aol.com/petecasso ( ^^ 'stein cartoons, 'stein games, and more!
> I am glad > that you are putting effort along these lines as well! I've only compiled two or three FLI files and tried to do a few animated GIFs, none worked well though. . . http://members.aol.com/lester5374 Ansi home page (ANSI are in GIF format only.) FTP://members.aol.com/lester5374/ansi To download the ANSI format (a lot more are here than are displayed on the web page).
> I just went to your page, wow, those movies and animations are great, really > cool, man. I've never been aboe to do animations well. > Do you do ANSI? I didn't see any on the web pages. Thanks, the only ANSI I ever did, ages ago, was a Christmas tree with blinking ornaments. It was about half screen size and if memory serves, it came in at around 300 - 400 bytes, quite important in those times when 2400 baud modems were considered lightning fast! The sysop of a local BBS put that little ANSI thingy on his login screen at that time :-) (You can easily write the html equivalent with the blinking Netscape tag, not sure whether MSIE will recognize that tag, but then, I have already seen many similar gifs) I am having fun with interactivity these days. You may have noticed that static cartoons require quite a few castmembers, well over two dozen castmembers for telling those little stories _about_ the 'steins. Movies and animations, in which the 'steins do those crazy things _to each other_, require only half the cast, i.e. about a dozen castmembers. Now, with interactivity, it is the viewer/player who does crazy things with the castmembers, s/he is actually half of the cast, and for the dozen little games that I produced sofar, I used less than a half dozen castmembers ... simplification! Simplicity is the underlying principle that I like about ascii, ansi, vt100 and what have you, just empower them with state-of-the-art technology! I am glad that you are putting effort along these lines as well! ,, ( "> w Play with the 'steins! ,(> )>| http://members.aol.com/petecasso/shockwave.html ( ^^ 'stein cartoons, 'stein games, and more!
PeteCasso wrote in message <199...@ladder02.news.aol.com>... > (You can easily write the html > equivalent with the blinking Netscape tag, not sure whether MSIE will > recognize that tag, but then, I have already seen many similar gifs) I don't remember about the older version, but MSIE4.0 does not support the <BLINK> tag. (At least if it does, it doesn't do any blinking..) >>BKNambo http://come.to/brocks.place and uh,...
You may want to do a boolean search "FLI and tutorial", "animated gif and
tutorial", "ANSI and animation and tutorial" on Alta-Vista and other search
engines. Perhaps the following comments may be helpful as well.
I have always found the raw animation coding of ANSI/VT100/Javascript/Java
quite tedious, and I say that although I may well get flamed because of
mentioning the third technique in this context, ha!
Anyway, the little blinking Christmas tree is an easy, non-tedious thing to do,
but it is also a "cheat" animation technique which gives the illusion of
motion where there is none. However, this "cheat" animation technique is a
standard technique that is used all the time, next time you watch TV and see a
rolling ball, chances are that the ball is not moving at all, only the colors
are shifting!
Why am I saying that? Because I am positive that you can "animate" quite a few
of your ANSIs with the color shifting technique, it won't be too tedious and
the results will be good!
How about "true" motion? Your ANSIs tend to be large, and you can't really do a
hunting scene like "Frogstein and the Witch" on one screen. But you can
certainly do silhouette animations such as "Elvis, the Pelvis" by David Riley
who made a Javascript and a Java version for the animation, search the
Dejanews archives.
Your (relatively) smaller ANSIs are amenable to more vigorous animations such
as the "Condom playing guitar" (I forgot who made that), but the more vigorous
the animation, the more difficult it becomes at these large sizes. At the same
time, you don't need vigorous animation at these large sizes either, for
achieving visual impact.
Of course, for each project, you need a basic idea to build on and then
apply/combine all those little tricks. For example, you could animate your
Homer Simpson into a talking head, with "true" motion of the mouth area, color
shifting the rest of the face, and add a MIDI with the hoarse sound of a crow,
for example. Naturally, you will develop your own way of working as you go
along.
Good Luck!
/
,,
( "> w The Original 'stein Gallery
,(> )>| http://members.aol.com/petecasso
( ^^ 'stein cartoons, 'stein games, and more!
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