[WIP] Village building (and more)

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Jaxad0127
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Re: [WIP] new building

Post by Jaxad0127 » 04 May 2010, 00:11

IvanMorve wrote:
Crush wrote:This is already possible by using oversized tiles. Define a tileset with a tile height of two, three or more tiles. A character standing on the same tile will be drawn above it, a character standing on the tile north of it will be drawn beneath it.The technique is already used for the high grass and the wheat on the woodland maps.
So, this is possible, but only if the player is restricted in the 32x32 grid. If I remember correctly there is a pixel precision for players movement planned (? in development? done? I didn't remember correctly?)
I will probably choose the easy (less challenging) way: draw columns in the center of tiles, with a collision at the base.
That'll resolve all problems. Look at the palm trees on the test server, for example.
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IvanMorve
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Re: [WIP] new building

Post by IvanMorve » 04 May 2010, 23:59

Here his what I have:
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:(
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enchilado
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Re: [WIP] new building

Post by enchilado » 05 May 2010, 00:59

(I haven't done this in ages, hope I'm not too harsh...)
[i]Spammy's Graphics Rating Guide[/i] wrote:
  • General Shape: 7/10
  • Shading Quality: 7/10
  • Choice of Palette: 7/10
  • Anti-aliasing: 8/10
  • Style: 6/10
  • Comments: The palette of the roof would have, I think, got a 8 or 9/10, whereas the walls probably only 6/10. The repetition is probably a little obvious in the ground tiles, and the checkered stones don't seem to meet the walls or the ground properly (the same goes for the columns). The building also looks as though it is meant to be grand and impressive, however if this is the case the columns would be thicker and the walls probably made out of a more recognisable (and expensive) material. If its not meant to be a grand building, the columns, I would think, would be slightly less fancy. But since it's a fantasy world, who knows how things are built there?
  • Total Rating: 7.05 / 10



Total Rating is made up of: General Shape 40%; Shading Quality 20%; Choice of Palette 15%; Anti-aliasing 15%; Style 10%
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AxlTrozz
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Re: [WIP] new building

Post by AxlTrozz » 12 May 2010, 17:00

Ivan,

I don't know if this will be useful for you but I made a torch, is animated to "reflect the fire", also it needs a particle effect for the fire, you can modify or use it at will,
torch.gif
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Regards
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IvanMorve
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Re: [WIP] new building

Post by IvanMorve » 14 May 2010, 16:02

poison_ivy wrote:hope I'm not too harsh...
Don't worry, I'm heavy armored against useless critics / stupidity, but I always gladly accept advices or useful comments.
(note: I will strike back when you will show something (I hope one day you will...))


@Axl:
I still didn't think about add ons yet, but I will keep in mind this torch. Thanks.
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Re: [WIP] Village building (and more)

Post by IvanMorve » 02 Jun 2010, 16:39

Ground tiles:
Added some tiles for stone mixed with grass. They are very discreet but could be useful as alternate tiles and for smoother transition with grass.
Theses ground pavement will be considered as DONE until the next critic.
I hope some mappers will test them and point issues.
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IvanMorve
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Re: [WIP] Village building (and more)

Post by IvanMorve » 07 Jun 2010, 13:49

Hi,
Finally, I'm starting to think that this tileset will probably be FND one day…
So, I posted here all all the stuff missing / all I can think for a complete village:
(no mention of port and docks here)

If you want to help for pixelling stuff, pick up something and start a new thread. If you have nice ideas for more stuff, post them below.

(due to my lack of vocabulary I used a cheap translator, I hope these words are understandable)



+roof:
--roof windows
--chimney
--bird nest
--weathercock (thanks Iru)
--birds flying around (thanks Fother)

+walls:
--ornaments
--windows
--balcony
--sundial/ clock (12 hours animations)
--doors
--old posters
--panels, signs
--vines
--torches (Axl started something 3 post over)
--washing line, with clothes hanging in the wind
--graffiti

+bottom
--don't know the name for that: thing#1
--don't know the name for something like this: thing#2

+columns

+street
--flowerpots
--fountain
--bench
--lights
--signs
--statue
--chikens, rats, other pets running around

+road
--main road between academy and village

+market
--stalls (fish, fruits végétales,tissue, bread, flowers...) (CPT here)
--hamper
--pots

+gardens ?

+Alternate/broken/old tiles
--for everything

+transitions
--depends on the others tilesets


I will start with:
-fixing some little things on the current tileset (especially shadows)
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Dark_Mag
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Re: [WIP] Village building (and more)

Post by Dark_Mag » 07 Jun 2010, 14:16

All sprites you've made in the latest posts looks very good. But in my mind walls can be developed some more. And in the downiest part of this old walls should be some grass and also some moss. Because of it's middle ages, and nobody cleaned it.
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Crush
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Re: [WIP] Village building (and more)

Post by Crush » 07 Jun 2010, 14:41

Hello Ivan, nice to read that you have such ambitioned plans.
IvanMorve wrote:--sundial/ clock (12 hours animations)
Hmm... do you want this to be a fully functional clock? This would not just be a pretty big challenge for the script engine, I also doubt that it would look good (the light direction of the rest of the tileset will stay constant, after all).
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Re: [WIP] Village building (and more)

Post by Rotonen » 07 Jun 2010, 20:09

A sunclock might not work, but all other types of clocks where something turns should.
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Re: [WIP] Village building (and more)

Post by John P » 08 Jun 2010, 04:45

sundial would be a funny/ironic addition. It shouldn't change times. Kind of self-mocking.
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Re: [WIP] Village building (and more)

Post by Jaxad0127 » 08 Jun 2010, 04:50

Yeah, keep it set for the light direction.
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Rotonen
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Re: [WIP] Village building (and more)

Post by Rotonen » 08 Jun 2010, 08:26

Or just screw realism and go for the nice/cool factor of having the base turn according to server time while the shadow always points the same way.

Not everything has to make sense or be explainable. We'll just call "magic" if someone actually wonders.
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Re: [WIP] Village building (and more)

Post by Jaxad0127 » 08 Jun 2010, 17:18

Functioning clocks later.
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Re: [WIP] Village building (and more)

Post by Len » 08 Jun 2010, 20:17

Animate the second hand and leave it at that. You do not want to spend an ungodly amount of time and effort on something like that, just give the impression that it works
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