Re: Your graphics demos are really cool
By: Hebrix to All on Sun May 31 2026 02:14 am
Josh, I looked through your graphics demos in X and they're really interesting. I don't think I've seen paralax being used in ANSI animations before, but then I've not seen a lot of ANSI animations. The user controlled sprite animations were not something I expected. I guess somewhere in the back of your mind you want to make a platformer as a BBS door game. I will say it wasn't ergonomic to redraw the map as I moved teh character. Better the maps be static and just move the character around, then load a new map if the player moves to the edge of the map.
Thanks for taking a look at the demos. Yes, those experiments span about 12 years, and as far as I know, I'm the only one to try parallax ANSI animations. The stories behind all these experiments can be found in blog posts here:
https://breakintochat.com/blog/category/bbs/ansi-experiments/
As far as the map, I presume you're talking about the "Jewel 7" 80x24 map. But I am not sure exactly what you mean by "ergonomic" in that context. Do you just
mean the animations and redrawing were slow?
Regardless, yes, a static map is easier to implement and faster. But the purpose of these experiments was to try to push ANSI art on a BBS further than it had been taken before, and see how well it might work.
I find the latest version of the tile map to be pretty responsive, but of course other folks' mileage will vary. Latency is a factor. And if your terminal is configured at a larger size than the BBS standard of 80x25, then the map will probably be quite slow.
You can learn more about how the map works here:
https://breakintochat.com/blog/2024/03/12/revisiting-my-ansi-tile-map/
--Josh
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