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Re: forest tileset
Posted: 07 Aug 2008, 09:46
by Rotonen
I like the shape on the top left, but I don't know how well it will stand up to pixellating.
Re: forest tileset
Posted: 07 Aug 2008, 13:44
by Jaxad0127
They could all be used for future tilesets, but I think the upper left goes the best with this tileset as thorns.
Re: forest tileset
Posted: 12 Oct 2008, 07:23
by Len
Re: forest tileset
Posted: 12 Oct 2008, 15:49
by Matt
Nice work
Its a shame it still isnt included after a year of work!
Re: forest tileset
Posted: 12 Oct 2008, 18:19
by fate
Hi,
very true (it is on the CMTF content list, though). A rumour had been passed to me that the tiles weren't of the proper size (or had some other kinds of issues); I measured and they seem to be 32x32, so I don't know what the issue is. Is there any reason for why they can't be used, and if so, what would have to be done to fix that?
-- fate
Re: forest tileset
Posted: 12 Oct 2008, 19:20
by Jaxad0127
I think we were just waiting for the post he did earlier to be made.
Re: forest tileset
Posted: 13 Oct 2008, 00:29
by Len
fate wrote:Hi,
very true (it is on the CMTF content list, though). A rumour had been passed to me that the tiles weren't of the proper size (or had some other kinds of issues); I measured and they seem to be 32x32, so I don't know what the issue is. Is there any reason for why they can't be used, and if so, what would have to be done to fix that?
-- fate
The tileset still has a few problems, but nothing that should keep someone from making maps with it. I've made a ton of test maps with it after all
Heres the stump!
Re: forest tileset
Posted: 13 Oct 2008, 00:46
by Jaxad0127
Len wrote:fate wrote:Hi,
very true (it is on the CMTF content list, though). A rumour had been passed to me that the tiles weren't of the proper size (or had some other kinds of issues); I measured and they seem to be 32x32, so I don't know what the issue is. Is there any reason for why they can't be used, and if so, what would have to be done to fix that?
-- fate
The tileset still has a few problems, but nothing that should keep someone from making maps with it. I've made a ton of test maps with it after all
Heres the stump!
The only problem with mapping is we need a final layout, which I think still needs to be discussed.
Re: forest tileset
Posted: 13 Oct 2008, 04:52
by Len
After making a little fishing spot in tiled I realized:
[*]That people are going to walk under Saphy’s grass not through it.
[*]The shadow on my trunk is too strong (done)
[*]I need to resize the rocks and change their shadows (done)
But I've found nothing that could keep someone from making a map
Re: [FND]forest tileset
Posted: 17 Oct 2008, 12:13
by Haay
How about drawing the whole tree but making it more transparent?
Re: [FND]forest tileset
Posted: 17 Oct 2008, 14:45
by Rotonen
Depends on how high we think the camera is. I think the current cutoff transparency distance for that seems rather appropriate, but there has been no public discussion about it. If you're interested in that issue, just separate it into a different [DIS] topic.
Re: [FND]forest tileset
Posted: 18 Oct 2008, 20:46
by Len
OK I'm going to use another tree Saphy made to reinforce the vanishing line.. also what you you think of putting the light beams coming through the trees on a parallax layer?
Re: [FND]forest tileset
Posted: 18 Oct 2008, 20:52
by fate
Hi,
the graphics are magnificent.
As far as the light is concerned: I like the general idea and believe that it can work, but in your example the feature is over-used.
-- fate
Re: [FND]forest tileset
Posted: 18 Oct 2008, 21:03
by Len
fate wrote:Hi,
the graphics are magnificent.
As far as the light is concerned: I like the general idea and believe that it can work, but in your example the feature is over-used.
-- fate
Yes I was thinking that they would only be used around clumps of trees and more slightly slower than the map when the player walks.
Re: [FND]forest tileset
Posted: 18 Oct 2008, 21:22
by Jaxad0127
Len wrote:Yes I was thinking that they would only be used around clumps of trees and more slightly slower than the map when the player walks.
Area based overlays aren't supported yet. For now, overlays apply to the whole map in all cases.