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Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 16:16
by niels.ellegaard
Crush wrote:Would definitely be useful. Can you make a version without background for the x2 tileset?
The first version was a modified screen shot, so I don't think it had the right resolution. Here is another attempt where I tried to modify on the of the tiles in the original case tileset.
But I am not much of an artist, so perhaps we get the best result if someone else uses my idea as a starting point to make a prettier tile
- south_exit.png (24.27 KiB) Viewed 2256 times
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 16:33
by Crush
Err... I meant it the other way around. The black silouette with the roots and a transparent portal.
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 17:17
by niels.ellegaard
Crush wrote:Err... I meant it the other way around. The black silouette with the roots and a transparent portal.
Ah, that way.
Anyway I gave it a try and it doesn't look very good. I think I will leave the task to the true masters of pixel art..
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 19:11
by octalot
- cave_south_exit.png (36.2 KiB) Viewed 2209 times
The .xcf.bz2 has several discarded attempts, but is probably not the preferred form for further modification.
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 20:13
by kr0n05931
Very nice, but the stalagmites look more like roots. Perhaps you should make them more conical, or was this the intended effect?
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 22:20
by octalot
- cave_south_exit.png (27.16 KiB) Viewed 2159 times
It doesn't really work as a wide exit, but a 2-tile wide exit should be ok.
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 22:50
by Quiche_on_a_leash
Yes, that's rather nice.
May I suggest the need for side exits too?
Re: [RC] Supplemental cave tileset
Posted: 13 Dec 2008, 23:27
by niels.ellegaard
The rightmost one is nice.
BTW: If it is a cave exit, then the ground should perhaps be light rather than shadowy. Would that be possible?
Re: [RC] Supplemental cave tileset
Posted: 14 Dec 2008, 00:18
by kr0n05931
Much better, but the lighted exit still has roots.
Re: [RC] Supplemental cave tileset
Posted: 14 Dec 2008, 00:59
by octalot
Good point Grant, those roots are annoying (they're also an existing tile).
This version:
No roots.
Separate exits for to-another-cave and to-sunshine.
I'm not happy with the exit-to-sunshine, but more effort isn't improving it. My feeling is to just drop the sunny exits for now.
- mine_exits.png (90.46 KiB) Viewed 1746 times
Do we have enough warps in this mine yet?
Re: [RC] Supplemental cave tileset
Posted: 14 Dec 2008, 03:34
by Jaxad0127
octalot wrote:There's a sharp edge around your ground-over-void tiles, and I think smoothing it is better (not happy with either version though).
I've modified the .xcf.bz2 to mimic your changes, but it's too big to attach to the forum:
http://www.s.cotton.clara.co.uk/gallery ... 03.xcf.bz2
cave2.png
I finally got around to adding this and depreciating cave_bilevel_water (a message in some unused space).
Re: [RC] Supplemental cave tileset
Posted: 14 Dec 2008, 04:18
by Rotonen
I don't see a problem with roots. You're under the ground anyway. Even something growing through the cave would be nice.
As it is now, the cave is kind of clean and monotonous: more variation please. (Curves, diagonal walls, decals, anything.)
Re: [RC] Supplemental cave tileset
Posted: 15 Dec 2008, 16:56
by AxlTrozz
octalot wrote:Good point Grant, those roots are annoying (they're also an existing tile).
I'm not happy with the exit-to-sunshine, but more effort isn't improving it. My feeling is to just drop the sunny exits for now.
Do we have enough warps in this mine yet?
Sunshine is ok but you have to iluminate a portion of the cave inside to represent the light entering, not just the exit but also a little bit light on the floor inside the cave, something like this terrible example
:
Re: [RC] Supplemental cave tileset
Posted: 15 Dec 2008, 19:53
by octalot
Quick mock-up of a different idea:
(This doesn't have a tileset for it, was trying stuff on a screenshot).
Re: [RC] Supplemental cave tileset
Posted: 18 Dec 2008, 22:04
by octalot
One more version, and now I think it's time to choose one and use it.
No matter what version, it's 3 tiles on the cave_x2 set, with the appropriate ground layer under it - maps could use any version interchangably; and that's likely to be compatible with any new version too.
No sunny version yet, but this will fix the problems with hidden exits in the caves.