Mushroms Forest Cave
Forum rules
This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.
Its current use is for the continued development of the server and game it has always served: TMW Classic.
- feline monstrosity
- Warrior
- Posts: 430
- Joined: 27 Apr 2008, 14:08
- Location: Wales, UK
Re: Mushroms Forest Cave
Very good but personally I think it needs a smoother transition with the rest of the cave tileset and perhaps a little more variety. Then again maybe I am a bit of a perfectionist.
~Feline Monstrosity
Re: Mushroms Forest Cave
mmmm... slightly animated mushrooms, glow mushrooms (using particles), and the addition of a few stationary puffball mushroom sprites (no eyeballs or mouths on them!) that explode and deal damage and poison when within melee range in a flurry of fine green spore dust...feline monstrosity wrote:Very good but personally I think it needs a smoother transition with the rest of the cave tileset and perhaps a little more variety. Then again maybe I am a bit of a perfectionist.
Hoping nobody says "Pixel it!"... I lie, I'm hoping they say it.
Re: Mushroms Forest Cave
Please put some colours on that blank canvas!Fother J wrote:Hoping nobody says "Pixel it!"... I lie, I'm hoping they say it.
I’m always in love with those alien-looking fungi when playing console RPGs; walking around in murky places with glowing mushies and a heart thumping repeating sound coming out the speakers, suddenly a monster jumps out from behind and scares the life out of me. (This is the reason why I never play 3D or FPS games, if old black and white Nintendo games scare me, what then would they not do...)
Re: Mushroms Forest Cave
Hi everyone,
here are the fixed mushroom tiles:
-- fate
here are the fixed mushroom tiles:
-- fate
Re: Mushroms Forest Cave
Hi,
this tileset is now available as graphics/tiles/mushrooms.png. Happy tiling!![Smile :-)](./images/smilies/icon_smile.gif)
-- fate
this tileset is now available as graphics/tiles/mushrooms.png. Happy tiling!
![Smile :-)](./images/smilies/icon_smile.gif)
-- fate
- Superkoop
- Warrior
- Posts: 265
- Joined: 11 Feb 2008, 00:09
- Location: South Dakota in the US of A
- Contact:
Re: Mushroms Forest Cave
Now using it actually in practice, I think the larger mushrooms should be on an X2, X3 set; or would it be preferable to put the tops on the over layer?
Also, because of using more layers and putting the mushrooms higher up, the mushrooms are rendered on top of the players. So I was wondering if it's possible to set a layer's properties to render under the player sprite, but over other layers? Because I was assuming the smallest mushrooms wouldn't be blocking.
If there isn't a way to define layers to render under the player sprite, perhaps it would be better if the little mushrooms were grouped up per tile, and we could have the same number of tiles, but we could have them already mixed.
If these aren't options, I guess I'm not certain how to lay down the little mushrooms. Because it would be nice if there were more than one little mushroom per tile.![Confused :?](./images/smilies/icon_confused.gif)
Also, because of using more layers and putting the mushrooms higher up, the mushrooms are rendered on top of the players. So I was wondering if it's possible to set a layer's properties to render under the player sprite, but over other layers? Because I was assuming the smallest mushrooms wouldn't be blocking.
If there isn't a way to define layers to render under the player sprite, perhaps it would be better if the little mushrooms were grouped up per tile, and we could have the same number of tiles, but we could have them already mixed.
If these aren't options, I guess I'm not certain how to lay down the little mushrooms. Because it would be nice if there were more than one little mushroom per tile.
![Confused :?](./images/smilies/icon_confused.gif)
In game I am Xaru
On forums I am Superkoop
IRL I am John
-View World map-
On forums I am Superkoop
IRL I am John
-View World map-
Re: Mushroms Forest Cave
Layers below "Fringe" are below the player. Layers above are above.Superkoop wrote:Now using it actually in practice, I think the larger mushrooms should be on an X2, X3 set; or would it be preferable to put the tops on the over layer?
Also, because of using more layers and putting the mushrooms higher up, the mushrooms are rendered on top of the players. So I was wondering if it's possible to set a layer's properties to render under the player sprite, but over other layers? Because I was assuming the smallest mushrooms wouldn't be blocking.
If there isn't a way to define layers to render under the player sprite, perhaps it would be better if the little mushrooms were grouped up per tile, and we could have the same number of tiles, but we could have them already mixed.
If these aren't options, I guess I'm not certain how to lay down the little mushrooms. Because it would be nice if there were more than one little mushroom per tile.
Re: Mushroms Forest Cave
Hi,
I have been led to the understanding that it's possible to put things on the fringe layer even with the current tileset. However, it's not clear to me (since I can't run Tiled without breaking a lot of things here) whether that is a usability problem. If it would definitely help you if I were to pull out the big mushrooms in a different tileset, I'll do that, so please let me know.![Smile :-)](./images/smilies/icon_smile.gif)
-- fate
I have been led to the understanding that it's possible to put things on the fringe layer even with the current tileset. However, it's not clear to me (since I can't run Tiled without breaking a lot of things here) whether that is a usability problem. If it would definitely help you if I were to pull out the big mushrooms in a different tileset, I'll do that, so please let me know.
![Smile :-)](./images/smilies/icon_smile.gif)
-- fate
Re: Mushroms Forest Cave
Yes, a lot of the mushrooms belong to a separate oversized tileset.
When you want to do serious tileset development you have to get Tiled to run. Most problems with tiles only become apparent when you try to map with them.
When you want to do serious tileset development you have to get Tiled to run. Most problems with tiles only become apparent when you try to map with them.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: Mushroms Forest Cave
Crush,
`want' is key there... I do not want. I specifically `outsourced' part of what I'm working on to avoid having to install and learn `tiled.' With good mappers like Xaru around, there is no need for me to know `tiled', as long as the interface between mapper and tileset composer is well-defined (which it wasn't, here.)
Would it be easy enough to put the big ones into a single _X3 tileset, or would two tilesets (one _X2 and one _X3) be preferable?
-- fate
`want' is key there... I do not want. I specifically `outsourced' part of what I'm working on to avoid having to install and learn `tiled.' With good mappers like Xaru around, there is no need for me to know `tiled', as long as the interface between mapper and tileset composer is well-defined (which it wasn't, here.)
Would it be easy enough to put the big ones into a single _X3 tileset, or would two tilesets (one _X2 and one _X3) be preferable?
-- fate
Re: Mushroms Forest Cave
To become a serious tileset artist you also have to know the basics of mapping. Working together with a mapper, no matter how closely, can never substitute first hand experience.
When you want to be a tileset artist who doesn't know how to map you are like a cook without taste glands.
Regarding your question about _x2 and _x3 tilesets: Considering that you don't have that many oversized tiles I would suggest to put them all in a _x3 tileset.
When you want to be a tileset artist who doesn't know how to map you are like a cook without taste glands.
Regarding your question about _x2 and _x3 tilesets: Considering that you don't have that many oversized tiles I would suggest to put them all in a _x3 tileset.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
Re: Mushroms Forest Cave
I agree and I know Fate does too; could you perhaps do it?Crush wrote:Regarding your question about _x2 and _x3 tilesets: Considering that you don't have that many oversized tiles I would suggest to put them all in a _x3 tileset.
Thanks in advance.
- kr0n05931
- Knight
- Posts: 652
- Joined: 26 Jul 2008, 01:59
- Location: United Socialist States of America
- Contact:
Re: Mushroms Forest Cave
Isn't the first one out of perspective, along with the first two on the bottom row?fate wrote:Hi everyone,
here are the fixed mushroom tiles:
-- fate
Lazy bum.
- Superkoop
- Warrior
- Posts: 265
- Joined: 11 Feb 2008, 00:09
- Location: South Dakota in the US of A
- Contact:
Re: Mushroms Forest Cave
Well. . . I guess I'll just put it together, I may not be able to pixel but I can place images on a grid.
_x3 set This is finished:
Regular size: This isn't finished yet.
For the regular size set I still have to:
![Neutral :|](./images/smilies/icon_neutral.gif)
_x3 set This is finished:
Regular size: This isn't finished yet.
For the regular size set I still have to:
- make the grouped mushrooms less grid-like.
- possibly make inside corners.
- make grouped sets for the fuzzy mushrooms.
- make tiles with 2-3 mushrooms.
In game I am Xaru
On forums I am Superkoop
IRL I am John
-View World map-
On forums I am Superkoop
IRL I am John
-View World map-
Re: Mushroms Forest Cave
The ones 64pixels and shorter should go on the x2 set. The ones 32 pixels or lower, on the normal set.Superkoop wrote:_x3 set This is finished: