Visual Style: Difference between revisions

56 bytes added ,  07:11, 11 April 2021
→‎Graphics: specify how many tiles wide and tall the screen is
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In-game screens display [https://en.wikipedia.org/wiki/Vignetting vignetting] and visual [https://en.wikipedia.org/wiki/Scan_line scan lines], which give the impression that the game is being viewed through an older style of computer terminal. (Either or both of these effects can be disabled from the options menu.)
In-game screens display [https://en.wikipedia.org/wiki/Vignetting vignetting] and visual [https://en.wikipedia.org/wiki/Scan_line scan lines], which give the impression that the game is being viewed through an older style of computer terminal. (Either or both of these effects can be disabled from the options menu.)


Each rendered tile (i.e., sprite) is 16 pixels wide by 24 pixels tall and may contain up to three of the game's 18 fixed colors, referred to as the primary, detail, and background colors. Usually the background is left black (the color referred to in the game code as <code>k</code>, and fanonically called “Qud viridian”; see the [[#Palette|Palette]] section). The tiles may be scaled to fit the actual size of the game window.
Each game zone (or console screen) is 80 tiles (or characters) wide by 25 tall. Each tile is 16 pixels wide by 24 pixels tall and may contain up to three of the game's 18 fixed colors, referred to as the primary, detail, and background colors. Usually the background is left black (the color referred to in the game code as <code>k</code>, and fanonically called “Qud viridian”; see the [[#Palette|Palette]] section). The tiles may be scaled to fit the actual size of the game window.


===Exceptions===
===Exceptions===