windmill, barn & other stuff

All development of pixel art, maps and other graphics.


Matt
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Re: stone wall, windmill & other stuff

Post by Matt »

Matt approves, great work!
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IvanMorve
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Re: stone wall, windmill & other stuff

Post by IvanMorve »

nothing good here, but that's all I can do:
Image
any suggestion?
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve »

theses add on kill me, but I don't want to waste more time on it.
I put the stamp.

Image

So (I hope): NEXT
i an other concept?
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Jaxad0127
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Re: windmill, barn & other stuff

Post by Jaxad0127 »

Could you do a version without the add-ons so can mix and match? I'd hate to only use this great piece once because the add-ons are a bit much for every instance.
Image
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Rotonen
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Re: windmill, barn & other stuff

Post by Rotonen »

Also providing the source file (assuming GIMP, assuming you worked in layers) you've used with the layer data will help other artists using your art or studying your art.
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve »

here is the barn without anything. Middle part is mostly tillable.

Thanks Rotonen.
And the .xcf with layers (shadows, tools ...)
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barn0.xcf.gz
(78.74 KiB) Downloaded 91 times
barn0.png
barn0.png (40.95 KiB) Viewed 4919 times
Last edited by IvanMorve on 15 Jan 2010, 13:58, edited 3 times in total.
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Rotonen
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Re: windmill, barn & other stuff

Post by Rotonen »

.xcf.gz should work here quite fine.
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i
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Re: windmill, barn & other stuff

Post by i »

IvanMorve wrote:Middle part is mostly tillable.
No it isn't. But I've resolved this issue. Now middle transition wall->roof in middle part is in every tile the same. I also added some shadows on the right of wooden pillows.

Now we need someone to test those in tiles and point out issues.
I'm not really happy about doors. In your version they need 4 horizontal tiles. Maybe we should move them 16px to right and add some support structures. That would require 3 horizontal tiles.

Oh well. Will see.
CR1-Barn.png
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve »

here is a 2x3 (IMO 3x3 is too big) door, and all tillable stuff
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve »

Next step: organization of this tileset.

After, I would like to work on the village tileset, but i'm short on ideas, lack of imagination, so, if anyone have some concepts, ideas or so...
Feel free to feed me.
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Lizandra
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Re: windmill, barn & other stuff

Post by Lizandra »

Lol...what about some stables to put Mouboos in? :wink:

"Perspective is everything"

Level 76!

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iamWayne
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Re: windmill, barn & other stuff

Post by iamWayne »

deleted
Last edited by iamWayne on 04 Feb 2010, 05:22, edited 1 time in total.
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Rotonen
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Re: windmill, barn & other stuff

Post by Rotonen »

Lizandra wrote:Lol...what about some stables to put Mouboos in? :wink:
The topic of which creatures are going to be released in CR1 has not been touched yet.
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salmondine
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Re: windmill, barn & other stuff

Post by salmondine »

Ideas, for this tile set...
2 story version with a balcony..."where for art thou? ...romeo"
A lookout tower in same building style
City walls in same style
guard house boxes for city gates
A trellis with climbing roses
Flower boxes for windows
Porch covers for doorways, front and side views
Stone and wood street lighting
Stone work for city houses and garden walls
Street pavements based on stonework

A belt drive for windmill to power external machines & light industrial...sawmills etc

*just off the top of my head =]
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve »

with minors updates:
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barn-tileset.png
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