[FND]forest tileset

All development of pixel art, maps and other graphics.


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Len
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Re: forest tileset

Post by Len »

I think I should widen the cave some, and then break it into two layers so players can walk into it before zoning

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(mockup)

This would help the map feel less static

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also, lets play 1 or 2!!!!!!!!

Play or I'm going to bite your butt
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Dave
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Re: forest tileset

Post by Dave »

I honestly can't tell the difference between the two, aside from the plant to the left of the entrance. If that's the only difference to note, I guess I like 1 better. Are the rocks on the ground part of the widening process? Just looks like that lady will be dancing around (or tripping over :o ) the rocks, as she exits. Good idea, adding the layer effect.
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Len
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Re: forest tileset

Post by Len »

I think I should have taken that cave out of the 1 or 2 (just ignore the cave)
I was trying to determine which cliff base people preferred
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ElvenProgrammer
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Re: forest tileset

Post by ElvenProgrammer »

Can't we have both for the sake of variation?
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Len
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Re: forest tileset

Post by Len »

ElvenProgrammer wrote:Can't we have both for the sake of variation?
8) At this rate the tileset is going to be bigger than most maps lol (JK)
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Pajarico
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Re: forest tileset

Post by Pajarico »

Agreed with elven. But if i had to choose, 1.
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Pauan
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Re: forest tileset

Post by Pauan »

Pajarico wrote:Agreed with elven. But if i had to choose, 1.
Agreed.
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Rotonen
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Re: forest tileset

Post by Rotonen »

I have no issues with huge tilesets. We have no technical reasons to limit the size if there is quality work and variation available. The mappers will just love it.

As a sidenote, that cave entrance roof does not really look all that stable, does it?
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Pajarico
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Re: forest tileset

Post by Pajarico »

Why not lower a bit the floor so it looks more like you are descending into the cave?
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Re: forest tileset

Post by ElvenProgrammer »

Pajarico wrote:Why not lower a bit the floor so it looks more like you are descending into the cave?
Agreed, that would improve it a lot
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Len
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Re: forest tileset

Post by Len »

ElvenProgrammer wrote:
Pajarico wrote:Why not lower a bit the floor so it looks more like you are descending into the cave?
Agreed, that would improve it a lot
Image Saphy’s tree
Image Saphy’s plants
Image my crap :(

For the time being I want to move on to plants (which do we need, what can be improved, where to use them)

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Anyways, I'm certain more trees (probably a few smaller ones) are needed
Please reply with your own thoughts on this matter :idea:
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yosuhara
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Re: forest tileset

Post by yosuhara »

Definitely more size variations of Saphy's tree wouldn't harm... also we need dead trees- standing and fallen trunks. I was also thinking that we could use tree with a hole in it, as an entrance to cave under the tree, that sort of mossy cave with lots of roots?
Or maybe tree with hollow trunk. Inside could be anything... like NPC or whole house, maybe some stairs leading way up to top of the tree...-possible tree-top village? or just some kind of observatory or outlook on higher branches to enjoy the view above the forest ^^ ...but that would require much bigger tree than one we have now, I think.
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i
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Re: forest tileset

Post by i »

Len: maybe you should consider adding some cut trunks like this:
big_tree_trunk.png
big_tree_trunk.png (24.8 KiB) Viewed 2524 times
inner rings are just rendered from inkscape
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Len
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Re: forest tileset

Post by Len »

Its too clean, but you gave me a place to start :o
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I added some of Saphy’s plants to the rotting trunk

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i
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Re: forest tileset

Post by i »

Len wrote:Image
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