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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 12 May 2010, 01:56
by enchilado
AxlTrozz: it is certainly a start toward making a nice beach set, but there are a lot of things about it which in my opinion aren't as good as they could be, and you may agree upon reading:

1) Grass depth. As IvanMorve noted, the character should walk through the grass, not over it; can you make some tiles for this? I don't know how it will work on manaserv though - does anyone know?

2) Texture of the sand. Or rather, no texture of the sand. It's flat and brown with a few spots on it, and doesn't look like sand. It might possibly work for the very wet sand down near the waves, but for further up the beach it certainly won't. That sand is dryer and is usually not flat, and is lighter in colour (and possibly doesn't have as many other colours in it).

Here I illustrate:
http://i1.trekearth.com/photos/89898/dry_as_a_bone.jpg

That, IMO, would make a perfect beach for this.

3) Mirroring. This is a bad idea, and it should never be done with any tile, ever. In the long grass, every second row appears to be a vertically flipped version of the previous. This looks terrible and I don't understand why it was done...

I can also see that the shorter, yellower grass has some flipped corners, though. It doesn't take much longer to do a few different corners, and it looks heaps better. Here, I already made three and started some more:
Image

4) The little ridges in the sand. I assume they're meant to make the sand look less flat, but the idea I mentioned above would work much better. These also stand out too much, and are too thin.

5) The colour of the long grass. It was far too green. I fixed it slightly in the image above, but IMO it's still not the right colour for beach grass.

~ poison_ivy

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 12 May 2010, 06:56
by Crush
poison_ivy wrote:1) Grass depth. As IvanMorve noted, the character should walk through the grass, not over it; can you make some tiles for this? I don't know how it will work on manaserv though - does anyone know?
The graphic engine didn't change. Any visual map features which worked on athena also work on manaserv. Including oversized tiles.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 14 May 2010, 22:57
by AxlTrozz
Testing with the cliffs tiles,
beach-tileset-test02.png
beach-tileset-test02.png (192.55 KiB) Viewed 3385 times

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 15 May 2010, 01:19
by John P

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 18 May 2010, 11:38
by ElvenProgrammer
Can't we use Len's sand as a base?
As far as I remember it seemed quite nice.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 20 May 2010, 15:56
by Bertram
Hi,

If I remember correctly, the given sand is only the wet form.

Maybe later replacing it with some dry one with variations could also give a nice shot.

Best regards.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 05 Jun 2010, 19:47
by AxlTrozz
Hi everyone

@John P. I forgot to include Yosuhara's Log in the set, I'll do it asap, thanks.

@Elven Yes I'll try to include the grass/dust tiles from the forest tileset, that would be the next step, thanks.

@Bertram Yes, I did some test and seems to be going along nicely, I just need put everything together or at least all that I can fit in 256x256 tilesets, this sand tileset is only for the wet side, is darker and mostly flat you are right.


@Everyone, If we use a couple layers we can get really nice effects with the wet sand/dry sand/dust/grass, I consider we are almost ready for a couple serious mapping test.

Regards

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 06 Jun 2010, 18:39
by Jaxad0127
AxlTrozz wrote:or at least all that I can fit in 256x256 tilesets
Multiple sets is fine too.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 08 Jun 2010, 08:32
by Rotonen
I would like from this subproject next:

A list of maps, map sizes and warp connections we need for CR1. Sets the goal nicely.

Initially we can just create empty maps with base floor tiles with appropriate warp connections and then start filling in the world into that as soon as stuff gets done so we see if stuff actually works in-game.

The list does not have to be final. Things can be both removed and added later on.

The list should be a document in our wiki someone is responsible for keeping up to date.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 08 Jun 2010, 17:16
by Jaxad0127
  • Academy
    • Exterior
    • Interior
  • Fields
    • Exterior
    • Interior? (like sheds)
  • Town
    • Exterior
    • Interior
We may need more depending on the quests we decide on.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 08 Jun 2010, 21:38
by Bertram
Hi,

Should we maybe use i's inkscape maps and put a grid on them to see what map correspond to which part?

Should we call the maps based on their names, or on a map grid, like D4, G3, or something else?

Best regards.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 08 Jun 2010, 22:13
by Jaxad0127
No need for a grid, and we've already divided up the island.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 09 Jun 2010, 14:36
by Rotonen
Beach, lagoon, forest, lighthouse?

I do like the simplicity of "academy + town + fields".

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 09 Jun 2010, 17:12
by Crush
I would still recommend to use the naming conventions mentioned here:
http://wiki.themanaworld.org/index.php/Map_naming

Natural names like "academy.tmx", "town.tmx" or "fields.tmx" will quickly get confusing when more content is added.

Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Posted: 09 Jun 2010, 17:50
by Jaxad0127
Crush wrote:I would still recommend to use the naming conventions mentioned here:
http://wiki.themanaworld.org/index.php/Map_naming

Natural names like "academy.tmx", "town.tmx" or "fields.tmx" will quickly get confusing when more content is added.
What about subfolders?

tutorial/academy.tmx, tutorial/town.tmx, tutorial/fields.tmx