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Re: [RC] Supplemental cave tileset

Posted: 13 Dec 2008, 17:16
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
south_exit.png (24.27 KiB) Viewed 1186 times

Re: [RC] Supplemental cave tileset

Posted: 13 Dec 2008, 17:33
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, 18:17
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, 20:11
by octalot
cave_south_exit.png
cave_south_exit.png (36.2 KiB) Viewed 1139 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, 21:13
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, 23:20
by octalot
cave_south_exit.png
cave_south_exit.png (27.16 KiB) Viewed 1089 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, 23:50
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: 14 Dec 2008, 00:27
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, 01:18
by kr0n05931
Much better, but the lighted exit still has roots.

Re: [RC] Supplemental cave tileset

Posted: 14 Dec 2008, 01:59
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
mine_exits.png (90.46 KiB) Viewed 676 times
Do we have enough warps in this mine yet? :lol:

Re: [RC] Supplemental cave tileset

Posted: 14 Dec 2008, 04:34
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, 05:18
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, 17:56
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? :lol:
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 :mrgreen: :
Image

Re: [RC] Supplemental cave tileset

Posted: 15 Dec 2008, 20:53
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, 23:04
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.