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Desert Dried River Tileset

Posted: 03 Sep 2005, 16:46
by i
Well... As some of you already noticed, I'm working now at desert river tiles. A few days ago (when i finished inn tiles) in talk with EP I said that is a lot of tiles, and near imposible to draw in month. Well... I was wrong. And I'm glad.

There is curent stage of river tiles (as many of u noticed, image is dynamicaly updated, because i use my account on photobucket, and replace old file)

Image

There is some temp-used things like some rocks in right corner. My dead line is 0.0.17... but with some luck i will finish it untill tomorow.

so wish me luck, and put some opinions here ;)

Posted: 03 Sep 2005, 17:15
by Crush
looks really good.

have you thought about bridge tiles to create wider bridges?

Posted: 03 Sep 2005, 17:35
by Verious
Looking very good. Maybe add a couple of fish bones half buried in the sand and some shadows on the vertical support poles under the bridge.

Posted: 04 Sep 2005, 04:15
by Modanung
You did a really great job man. Pitty you've mirrored some tiles; this increases repetitivity... But still it looks marvelous.

Posted: 04 Sep 2005, 18:29
by Ultim
Yeah like Modanung said, the mirroring is bad.

But i really, really like those tiles. Not like i came to a respect for them after rigorous critique, i just really enjoy those tiles. Every bit of them.

Posted: 04 Sep 2005, 21:59
by maci
i enjoy the bytes as well :)

Posted: 04 Sep 2005, 22:45
by Rotonen
There is nothing I can complain about. I can just do my usual nagging routine about interchangeable tiles, where you can put the tiles together in n+1 different ways, like LEGO blocks.

Posted: 04 Sep 2005, 23:33
by Crush
i made some mapping experiments and i found the tiles to be surprisingly flexible despite their grade of detail. whats maybe missing is a clear direction of light.

Posted: 05 Sep 2005, 05:38
by i
Crush wrote:looks really good.
have you thought about bridge tiles to create wider bridges?
yep. still need some tiles to make river wider, and then we will need wider and longer bridge.
Verious wrote: Looking very good. Maybe add a couple of fish bones half buried in the sand and some shadows on the vertical support poles under the bridge.
Maybe. Thats nice idea.
Modanung wrote: You did a really great job man. Pitty you've mirrored some tiles; this increases repetitivity... But still it looks marvelous.
Yes I do, but only those part with river borders. Sand outside river is not mirrored, because I add them later. And ofcourse rocks are added l8r.
Crush wrote: i made some mapping experiments and i found the tiles to be surprisingly flexible despite their grade of detail. whats maybe missing is a clear direction of light.
I said that tiles can be put together in whatever-u-wish configuration ^^ Direction of light is a hard thing to reach when u r mirroring some of parts, to avoid drawing same thing N times.

Posted: 05 Sep 2005, 14:04
by Modanung
Crush wrote:i made some mapping experiments and i found the tiles to be surprisingly flexible despite their grade of detail. whats maybe missing is a clear direction of light.
I think it's no big deal, it being in the desert and all.

The edge could be a bit smoother I think, it's very sharp for a riverbank. The sand gets darker as it gets wet, but humidity rarely stops like that. Or is it a dried up river bank? Then also I think the edge should be so abrupt.

This river reminds me btw... are we going to have animated water? Maybe just sparklings. Maybe with some nifty refraction/reflection effects.

We could have a seperate tilelayer (water- or effectslayer) to define the effect areas. Areas where sparkling-particles or striking waves should be spawned and reflection and refraction should be added.
Maybe Tiled should be able to handle curve-layers, so we could draw curves defining the direction of flowing water/lava. This could also be used for flight routes of a flock of birds.
Defining curves in Tiled that could be used in cripts.

Maybe I'll add it to the Wiki :)

Posted: 12 Sep 2005, 22:44
by i
Image

beta stage rocks... they sucks. whole world sucks. whatever.

Posted: 12 Sep 2005, 22:58
by Crush
the big rocks look really cool.

about the railroad: the perspective looks wrong. it seems to be seen from further up then the other tiles.

i'm not sure if a railroad fits into tmw. but thats something we should discuss in the suggestions forum.

Posted: 13 Sep 2005, 00:19
by ktm
the train track could use more spacing between the wooden bars - which are a little thin. and like crush said, the perspective's weird - but as it is, it could also double as a fence, if you add some spikes (and maybe a few pillars).
the rocks rock, but they have a few weird stripes/lines at the bottom right (the right one also at the top).
also, all those little pebbles lying around, wouldn't they be better as spearate decoration tiles instead of being part of the base tiles?
...okay, i'll stop bitching now :wink:

Posted: 13 Sep 2005, 02:50
by HaLLanHype
I agree the large rocks look nice

I see the bridge and wooden tiles goin each side into the sand... looks like a railroad or something

not sure what you meant with that

Posted: 13 Sep 2005, 08:02
by ElvenProgrammer
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I really like the big rocks.
I agree with ktm, wooden bars could use more spacing.
iru is doing it right with pebbles.
Keep up the good work.
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