All development of pixel art, maps and other art.
Jaxad0127
Manasource
Posts: 4209 Joined: 01 Nov 2007, 17:35
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by Jaxad0127 » 27 Nov 2008, 00:55
I'm requesting some tiles for Tulimshar that aren't in the current set. Without them, I'll need to redesign this building heavily.
A redesign of the set to take advantage of the unlimited layers we now have would also work.
Modanung
Grand Knight
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by Modanung » 29 Nov 2008, 17:34
The bottom right corner is already there 8th column, 6th row. You're right about the other one, and the unlimited layers.
Jaxad0127
Manasource
Posts: 4209 Joined: 01 Nov 2007, 17:35
Location: Internet
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by Jaxad0127 » 29 Nov 2008, 17:47
I didn't even see those tiles for some reason. Thank you. I'm making good use of this set's complexity.
Jaxad0127
Manasource
Posts: 4209 Joined: 01 Nov 2007, 17:35
Location: Internet
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by Jaxad0127 » 23 Dec 2008, 02:15
Some more I've encountered:
Note that the last one isn't a hish priority, as it has been in the game for a while without complaints.
Freeyorp101
Archivist Prime
Posts: 769 Joined: 04 Nov 2008, 09:17
Location: New Zealand
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by Freeyorp101 » 23 Dec 2008, 02:22
Looking at the transition between the tile to the left of the left gap and the one above that in your first screenshot I see this:
UnsmoothTransition.png (424 Bytes) Viewed 2685 times
Replacing that tile with the tile in the 13th column 4th row changes it to this:
SmootherTransition.png (384 Bytes) Viewed 2685 times
</nitpick>
---Freeyorp
(09:58:17) < tux9th> Freeyorp: your sig on the forums is kind of outdated
Freeyorp101
Archivist Prime
Posts: 769 Joined: 04 Nov 2008, 09:17
Location: New Zealand
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by Freeyorp101 » 24 Dec 2008, 06:42
After a few attempts at making a tile to fill the lower left gap in the first screenshot, I've come up with this:
32x32 tile (unless I messed up gimp's grid system again) tilelowerleftsc1.png (707 Bytes) Viewed 2616 times
Tile with surrounding tiles from screenshot tilelowerleftsc1wenvr.png (1.6 KiB) Viewed 2616 times
It still doesn't look right to me but I'm at a loss as how to improve it.
Does anyone have any suggestions?
---Freeyorp
(09:58:17) < tux9th> Freeyorp: your sig on the forums is kind of outdated
Freeyorp101
Archivist Prime
Posts: 769 Joined: 04 Nov 2008, 09:17
Location: New Zealand
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by Freeyorp101 » 24 Dec 2008, 07:09
Tiles for your 2nd set of screenshots, middle screenshot:
2 Tiles for the 2nd set of screenshots, second screenshot tiler2s2t1,2.png (1.12 KiB) Viewed 2601 times
And placed in the example environment tiler2s2t1,2wenvr.png (1.83 KiB) Viewed 2602 times
---Freeyorp
Last edited by
Freeyorp101 on 26 Dec 2008, 22:04, edited 1 time in total.
(09:58:17) < tux9th> Freeyorp: your sig on the forums is kind of outdated
Rotonen
TMW Adviser
Posts: 3154 Joined: 08 Sep 2004, 19:48
Location: Bern, Switzerland
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by Rotonen » 27 Dec 2008, 10:59
Could we also have doors for the doorframes or are the people living there really trusty?
This message used to be meaningful.
Freeyorp101
Archivist Prime
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by Freeyorp101 » 27 Dec 2008, 21:21
Good point - I had sort of thought they were trusting people without really thinking about it; but I guess they have guards and big gates and walls.
And crime is everywhere I guess.
This could also be useful in other ways too - eg. a closed door = no warp
I'll start on this now (both upper and lower doorways)
---Freeyorp
(09:58:17) < tux9th> Freeyorp: your sig on the forums is kind of outdated
Rotonen
TMW Adviser
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Location: Bern, Switzerland
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by Rotonen » 27 Dec 2008, 21:45
The "closed door - no warp" aspect was what I'm after. At the moment it's rather frustrating that you don't really know which doors lead somewhere without trying.
That said, should this apply to other tilesets too? Could we animate doors opening when people pass through?
This message used to be meaningful.
Dryad
Peon
Posts: 4 Joined: 19 Dec 2008, 21:45
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by Dryad » 28 Dec 2008, 01:30
Use the same type of npc that a chest is. We could use npc scripting to get warps and requirements (keys or stats). The only flaw I can see is that the player doesn't have to be closed to the door for it to warp him or her.
kr0n05931
Knight
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by kr0n05931 » 28 Dec 2008, 03:51
Well, we could do it like a MUD there, make it to where you click the door and a question pops up in a dialog box asking "Do you want to open this door?" "Yes, No" via an invisible NPC.
Lazy bum.
Crush
TMW Adviser
Posts: 8046 Joined: 25 Aug 2005, 16:08
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by Crush » 28 Dec 2008, 07:49
A better solution would be an area-triggered dialogue with a conditional warp like we have at the hurnscald mine entrance.
The dialog should only appear in situations were it makes sense (a guarded door requiring a password, for example), not for every single door in the game. When the player stands in front of a door and presses the "up" key, his/her intentions are quite clear and don't require further confirmation.
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octalot
Novice
Posts: 214 Joined: 23 Sep 2008, 19:15
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by octalot » 28 Dec 2008, 14:00
Why not just edit the map (replacing the closed door with an open one) when adding the warp?