Is that for organizational purposes, or what? believe it or not I'm not sure what I'm doing...ElvenProgrammer wrote:I'm pretty sure the palm we use it's in desert_x3.png.
Possible revision of desert tilesets!
- ElvenProgrammer
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Making sure everything works is a drag.
Last edited by Len on 18 Sep 2007, 14:17, edited 1 time in total.
Pixel Battalion
What happened to the alpha transparency?
- former Manasource Programmer
- former TMW Pixel artist
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Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
- ElvenProgrammer
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I haven't got a clue why the old cactus is there. the palm tree issue is an easy fix.(if there is an issue)ElvenProgrammer wrote:Just a couple of issues yet:
1) Why I can see the old cactus behind the new one?
2) I fear you'll have to add the missing ground tile below the palm trees, but I'll have to check.
Pixel Battalion
I would suggest you to use a more advanced image manipulation program like Gimp (favorite of many tmw developers), Paint.NET or Photoshop. Although these programs got a lot of functions that should not be used for pixel art they still got a lot of useful features like layers, unlimited undo history, advanced selection tools or color correction that make the life of a pixel artist much easier. And last but not least they got proper PNG support.Len wrote:MS paint ate them
Gimp and Paint.NET are free:
http://www.gimp.org/
http://www.getpaint.net/
That's an issue I also noted in an image viewer I am using (IrfanView). Gimp seems to save some old versions from the undo history in some kind of metainformation part of the png file. Some programs seem to misinterprete this and show these additional versions of the file, too.ElvenProgrammer wrote:Just a couple of issues yet:
1) Why I can see the old cactus behind the new one?
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
I'll download Gimp sometime todayCrush wrote:I would suggest you to use a more advanced image manipulation program like Gimp (favorite of many tmw developers), Paint.NET or Photoshop. Although these programs got a lot of functions that should not be used for pixel art they still got a lot of useful features like layers, unlimited undo history, advanced selection tools or color correction that make the life of a pixel artist much easier. And last but not least they got proper PNG support.Len wrote:MS paint ate them
Gimp and Paint.NET are free:
http://www.gimp.org/
http://www.getpaint.net/
That's an issue I also noted in an image viewer I am using (IrfanView). Gimp seems to save some old versions from the undo history in some kind of metainformation part of the png file. Some programs seem to misinterprete this and show these additional versions of the file, too.ElvenProgrammer wrote:Just a couple of issues yet:
1) Why I can see the old cactus behind the new one?
Pixel Battalion
I see you need a helping hand here:
desert2.png:
desert_x5.png:
Two questions:
-Is there a reason to include the 3x2 version of the "rocky sand"? It looks almost like the 3x3 version, just not tileable.
-Would it be a big hassle to create a 3x3 version of the "small sand ripples" with better tileability?
By the way: When you see the above images with a white background you should stop using internet explorer and start using a non-crappy browser:
http://www.getfirefox.net
http://www.opera.com
desert2.png:
desert_x5.png:
Two questions:
-Is there a reason to include the 3x2 version of the "rocky sand"? It looks almost like the 3x3 version, just not tileable.
-Would it be a big hassle to create a 3x3 version of the "small sand ripples" with better tileability?
By the way: When you see the above images with a white background you should stop using internet explorer and start using a non-crappy browser:
http://www.getfirefox.net
http://www.opera.com
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
- ElvenProgrammer
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- Joined: 13 Apr 2004, 19:11
- Location: Italy
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We're nearly there, you see we could solve those issues by ourselves, but it would help a lot if you could learn the process for future additions.
The *_x2 tilesets are used to store objects which are 2 tiles in height, *_x3 for objects of 3 tiles in height and so on...
The small palm tree would probably require a _x4 tileset, but it would be better to make it fit a 3x2 box. Moving the trunk down as in the original palm tree could help.
The same goes with the big one, having it 5 tiles in height could be a bit too much, 4x3 should be better.
The *_x2 tilesets are used to store objects which are 2 tiles in height, *_x3 for objects of 3 tiles in height and so on...
The small palm tree would probably require a _x4 tileset, but it would be better to make it fit a 3x2 box. Moving the trunk down as in the original palm tree could help.
The same goes with the big one, having it 5 tiles in height could be a bit too much, 4x3 should be better.
-still working on the dried mud(and most everything),both are needed at this time for tileability...I also like the shape the small one makesCrush wrote: Two questions:
-Is there a reason to include the 3x2 version of the "rocky sand"? It looks almost like the 3x3 version, just not tileable.
-Would it be a big hassle to create a 3x3 version of the "small sand ripples" with better tileability?
-Part of my plan is to make it so the tiles are used in a none geometric way, but i can try to improve tileability.
-I was enjoying the idea a slightly larger trees in the game,but if you feel its necessary I'll scale them downThe *_x2 tilesets are used to store objects which are 2 tiles in height, *_x3 for objects of 3 tiles in height and so on...
The small palm tree would probably require a _x4 tileset, but it would be better to make it fit a 3x2 box. Moving the trunk down as in the original palm tree could help.
The same goes with the big one, having it 5 tiles in height could be a bit too much, 4x3 should be better.
Another thing I need to work on is the sand path as it only goes in one direction currently, although i have found other uses for it....
Last edited by Len on 18 Sep 2007, 15:38, edited 4 times in total.
Pixel Battalion
I don't see a problem in keeping the trees as large as they are. The engine can handle tilesets of any height so there is no reason to mutilate the trees to fit them into smaller ones.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Listing ideas
Desert
(i think i know a better way to do this)
http://forums.themanaworld.org/viewtopi ... light=tree
Snow map
Desert
- · Slightly improve both the Wavy Sand (maybe cut it down a few
squares) and the Dried Mud tile’s tileability.
· Add more to the Sand Path
· Make sure it all works properly
- I also want to update some of the other maps after this, the woodland is going to take forever lol (no offense but its a hodgepodge).
It has the opposite problem of the other maps it’s too crowded and needs to be simplified
Also trying to render each leaf is a big no no in art, generalization is the key
tone down the colors slightly[/b
Once again one of Modanung trees is giving me an idea
(i think i know a better way to do this)
http://forums.themanaworld.org/viewtopi ... light=tree
Snow map
- This one is easy just add two ground tiles to help break up the grid...example Snow drifts
Pixel Battalion