Desert complete revision conceptualization

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ElvenProgrammer
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Re: Desert complete revision conceptualization

Post by ElvenProgrammer »

I just contributed a little patch to support object groups. I'd really like to help tiled development with adding animated tiles, but first I need to know the plans b_lindeijer and biggeruniverse have on it. I'll try to investigate.
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Othello
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Re: Desert complete revision conceptualization

Post by Othello »

Okay, thanks... I'm not bad at java either, so if you know their plans (which I think don't include any animation looking at the roadmap).. then maybe I could also help out
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Jaxad0127
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Re: Desert complete revision conceptualization

Post by Jaxad0127 »

Count me in on that too.
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Len
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Re: Desert complete revision conceptualization

Post by Len »

Image

Experimenting with cliff designs

I'm not going to do anything as complex as the forest cliff (because I'm still having problems with it :evil: )

Instead I'm going to set it up much like the current ones (but create a better transition from cliff to sand and give it a much rounder more organic look)

I"m also going to create a shadow ground tile for the cliffs
Last edited by Len on 23 Apr 2008, 02:54, edited 2 times in total.
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Red Lord
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Re: Desert complete revision conceptualization

Post by Red Lord »

I am working on the stonehedge sprite. I have about two complete. I have a question, would you like me to make some so they look like they have fallen. I am pretty sure after a while some would have fallen to natural causes or to monsters *coughBitancough* damaging them.
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Len
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Re: Desert complete revision conceptualization

Post by Len »

Blacklord wrote:I am working on the stonehedge sprite. I have about two complete. I have a question, would you like me to make some so they look like they have fallen. I am pretty sure after a while some would have fallen to natural causes or to monsters *coughBitancough* damaging them.
I would love to see both if possible :?:
but, do what ever you think works best
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EJlol
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Re: Desert complete revision conceptualization

Post by EJlol »

The desert feels a bit "cold" to me, maybe you should add some (more) warm colours?
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Dave
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Re: Desert complete revision conceptualization

Post by Dave »

EJlol wrote:The desert feels a bit "cold" to me, maybe you should add some (more) warm colours?
:? ..The colors look warm enough to me. I'm not seeing much in the blue spectrum.. and the only significant bits of green are on the palm trees. Some elaboration might help your criticism.

A portion of Tonori should be a hotter, probably more blackened landscape (volcanic plains) but this current style looks like it'll work pretty well for the rest of it.
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Re: Desert complete revision conceptualization

Post by EJlol »

Well it's just a feeling. Also it depends on the monitor you use. So maybe it's just me :wink:
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Len
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Re: Desert complete revision conceptualization

Post by Len »

EJlol wrote:The desert feels a bit "cold" to me, maybe you should add some (more) warm colours?
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I made it slightly less saturated than the old tileset to make the players, monsters, and items standout a little more
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Crush
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Re: Desert complete revision conceptualization

Post by Crush »

I think I liked the old colors better, but that might be because I got so used to them.
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Rotonen
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Re: Desert complete revision conceptualization

Post by Rotonen »

I don't mind the new colorspace utilized here, but I feel there might be a palette clash with the new sand and the new cliffs. Preserve the colors!

(Which reminds me, we have no guidelines on palette usage.)
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AxlTrozz
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Re: Desert complete revision conceptualization

Post by AxlTrozz »

because this thread is a concept, here my first try with water animation...

Image >>> Image

Feel free to use this as a base and create your own version ;)
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Dave
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Re: Desert complete revision conceptualization

Post by Dave »

Is there a limit to frames for animated tiles?
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Crush
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Re: Desert complete revision conceptualization

Post by Crush »

Currently there is no support for animated tiles at all. We got to see what the Tiled guys are comming up with but I see no reason to set an arbitary limit on animation lengths.
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