Tulimshar: Reloaded
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Tulimshar: Reloaded
Ive begun redrawing the old desert town tiles at the behest of Elven, here are the roughs and a test mockup:
Any revision suggestions besides cutting the grid repeats, adding alternate centers, and adding more tiles and objects and people? The lower left eeds the most help...
Any revision suggestions besides cutting the grid repeats, adding alternate centers, and adding more tiles and objects and people? The lower left eeds the most help...
- Modanung
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- Joined: 20 May 2005, 15:51
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First of all let me start by saying I really like it...
Nevertheless I have some critics.
I think some seperate tiles have too much contrast in brightness, within the tile. Also they are too sharp. Especially in the upper half of the tileset.
The dark sand should be a bit bumpy and wavy. It's simply too sharp/contrasty.
Same for the dried sand, or flag stones... whatever they are. The lines could use some anti-aliasing.
Because all the tiles have such a wide variaty in brightness and are all pretty much the same hue the whole set is just one noisy mass (bit exaggerating here).
So what I'm saying is the sub-tile contrast in brightness is too high and the overall contrast is too low.
I hope you see what I mean as well as that these things are simply because it's a mockup.
Nevertheless I have some critics.
I think some seperate tiles have too much contrast in brightness, within the tile. Also they are too sharp. Especially in the upper half of the tileset.
The dark sand should be a bit bumpy and wavy. It's simply too sharp/contrasty.
Same for the dried sand, or flag stones... whatever they are. The lines could use some anti-aliasing.
Because all the tiles have such a wide variaty in brightness and are all pretty much the same hue the whole set is just one noisy mass (bit exaggerating here).
So what I'm saying is the sub-tile contrast in brightness is too high and the overall contrast is too low.
I hope you see what I mean as well as that these things are simply because it's a mockup.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
ok, ill work on smoothing and evening out
though im not sure i agree with the color/contrast points.....the overall contrast is actually too high for me at the moment....you do realise this is just flat ground without objects or shadows? they really *should* be all the same brightness more or less, and since they are all of them either sand or sandy stone, it doesnt make sense to change the colors....it actually was my goal in making it to make them all very close, with only gentle shifts
perhaps you could do an edit of what you mean? im not so sure i follow
though im not sure i agree with the color/contrast points.....the overall contrast is actually too high for me at the moment....you do realise this is just flat ground without objects or shadows? they really *should* be all the same brightness more or less, and since they are all of them either sand or sandy stone, it doesnt make sense to change the colors....it actually was my goal in making it to make them all very close, with only gentle shifts
perhaps you could do an edit of what you mean? im not so sure i follow
re
I like i like i like, not saying the old tiles were bad, but i think the main town should look better anyways
Also why does everyone start in a desert @.@??
Also why does everyone start in a desert @.@??
- Modanung
- Grand Knight
- Posts: 1719
- Joined: 20 May 2005, 15:51
- Location: Groningen, The Netherlands
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Re: re
Because you gotta start somewhere.Bear wrote:Also why does everyone start in a desert @.@??
Besides with an avarage of 20 players it would be no fun to spread the spawning.
Maybe you're right... well, it's better to have the saturation of the tiles low then too high.Adarias wrote:they really *should* be all the same brightness more or less, and since they are all of them either sand or sandy stone, it doesnt make sense to change the colors....it actually was my goal in making it to make them all very close, with only gentle shifts
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
re
well, i get your pointCode: Select all
Because you gotta start somewhere. Besides with an avarage of 20 players it would be no fun to spread the spawning.[/quote] But what i meant was , why does this game start at a desert ? why not somewhere else. I believe that the atmosphere of the desert is very unique when it comes to MMorpgs, thinking that not a single one starts at a Desert. This is a very unique approach, but will it be effective? [/quote]
- Modanung
- Grand Knight
- Posts: 1719
- Joined: 20 May 2005, 15:51
- Location: Groningen, The Netherlands
- Contact:
Re: re
Who says the desert will be the place where everyone starts once the game is finished? Maybe you start in newbie-land and you can choose where to start in the real world after that... I don't think it's been decided yet. Until now it's just grown this way.Bear wrote:But what i meant was , why does this game start at a desert ? why not somewhere else. I believe that the atmosphere of the desert is very unique when it comes to MMorpgs, thinking that not a single one starts at a Desert.
This is a very unique approach, but will it be effective?
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
- Modanung
- Grand Knight
- Posts: 1719
- Joined: 20 May 2005, 15:51
- Location: Groningen, The Netherlands
- Contact:
Adarias, I think I'm getting used to the colours. I'm starting to like it more. Looking forward to when the extreme sharpness is removed.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
I liked the idea of beginning in a town that cater's to your proposed class type
Ive begun smoothing but i threw out both tiles on the left side because i got too fussy, and plan to replace them with a more stylized sand, stay tuned
To do with current tiles:
- continue smoothingtiles
- revamp existing sand, or create something more stylised and appealing
- examine colors, brainstorm how to improve
Expanding the tileset:
- consider most logical step for the integration of buildings, and then execute
- frame out wall tile view and layout and submit for approval (most likely copy the ones that were started before by that guy who left)
Ive begun smoothing but i threw out both tiles on the left side because i got too fussy, and plan to replace them with a more stylized sand, stay tuned
To do with current tiles:
- continue smoothingtiles
- revamp existing sand, or create something more stylised and appealing
- examine colors, brainstorm how to improve
Expanding the tileset:
- consider most logical step for the integration of buildings, and then execute
- frame out wall tile view and layout and submit for approval (most likely copy the ones that were started before by that guy who left)
Re: re
Maqybe everyone should start in a small town, where they must bring in 5 rat tails before they are allowed out of the city...Modanung wrote: Who says the desert will be the place where everyone starts once the game is finished? Maybe you start in newbie-land and you can choose where to start in the real world after that... I don't think it's been decided yet. Until now it's just grown this way.
http://www.thenoobcomic.com/daily/strip019.html
doesn't look bad. although on the map some tiles look cut off at some edges.
but there is something else that i should have been mentioned earlier:
maybe you should consider using one of the already made sand tiles as a base tile. like the one from irukards dried river tileset:
http://forums.themanaworld.org/viewtopic.php?t=917
or the original one (although i don't like it very much and i would recommend to replace it with irucards sand tile sooner or later that is far superior in my opinion)
that will make the intermission to other tilesets much easier and smoother.
don't be afraid to use the work of other people from our team.
in fact i would recommend to do so as often as possible to reach some style consistency.
but there is something else that i should have been mentioned earlier:
maybe you should consider using one of the already made sand tiles as a base tile. like the one from irukards dried river tileset:
http://forums.themanaworld.org/viewtopic.php?t=917
or the original one (although i don't like it very much and i would recommend to replace it with irucards sand tile sooner or later that is far superior in my opinion)
that will make the intermission to other tilesets much easier and smoother.
don't be afraid to use the work of other people from our team.
in fact i would recommend to do so as often as possible to reach some style consistency.
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