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Re: Water in caves

Posted: 06 Oct 2008, 19:47
by octalot
jaxad0127 wrote:Instead, I marked the tiles I feel are duplicates of other tiles in this set or the original:
As I said before, the remaining dups make mapmaking easier; and as they're all in one tileset they shouldn't add much to the filesize. I've taken out the ones that I think are duplicates as you can see in the picture below, but I think that it will be a pain to try and map with this set. Why is removing a few duplicates more important than making life easier for mapmakers?

The originals have a lot of variety in the similar tiles. Even as it is, there are a few that don't fit well, and replacing any of the ones that I've left makes it worse. The only way round that is to completely redraw them.
Source: http://www.s.cotton.clara.co.uk/gallery ... ps.xcf.bz2
Image

Edit: that should be ....xcf.bz2, not ....tar.bz2

Re: Water in caves

Posted: 06 Oct 2008, 19:58
by Jaxad0127
Another option is to take the duplicated tiles and add some variation to them.

Re: Water in caves

Posted: 06 Oct 2008, 20:01
by octalot
That will make them non-duplicates, but what actual problem are we fixing by making them non-duplicates?

Re: Water in caves

Posted: 06 Oct 2008, 20:03
by Jaxad0127
octalot wrote:That will make them non-duplicates, but what actual problem are we fixing by making them non-duplicates?
Nothing really. The cave set needs some more variation.

Re: Water in caves

Posted: 06 Oct 2008, 22:06
by octalot
Then let's release it :mrgreen:

I've had another go at the spiderweb, and it now looks like this:
Image
Tarball with the new web: http://www.s.cotton.clara.co.uk/gallery ... _2.tar.bz2
This is otherwise unchanged from the previous (no tiles removed).

Re: Water in caves

Posted: 06 Oct 2008, 22:15
by yosuhara
jaxad0127 wrote:
octalot wrote:That will make them non-duplicates, but what actual problem are we fixing by making them non-duplicates?
Nothing really. The cave set needs some more variation.
Good work Octalot :)

I'm planning to do some more stalactites and bone tiles, as soon as I have some free time...
(maybe i also revive my old chasm project http://forums.themanaworld.org/viewtopi ... a&start=15)

Re: Water in caves

Posted: 06 Oct 2008, 22:28
by octalot
Thanks Yosuhara.
Although I've been working with the current art, I'm getting bored with the fuzziness of it, and won't be at all offended when there's a rework with sharply-focused walls.

Re: Water in caves

Posted: 07 Oct 2008, 12:36
by Crush
octalot wrote:I've had another go at the spiderweb, and it now looks like this:
Image
Yup, that's finally a nice spider web tile.

Re: [FND] Water in caves

Posted: 24 Oct 2008, 21:17
by Bankai777
its dark brown dont worry about it

Re: [FND] Water in caves

Posted: 04 Nov 2008, 18:56
by zipon
i have been playing whet a little but now and its realy hard to make a good map whet it right now.
The reason why it so hard is when you are trying to get a water clifft and the dirt clifft to work together you can get them to overlap in the right way.

The problem is the clifft tiles is in alpha layer and cant see any layer problems after we dont uses the 0.24 version anymore.

I have been trying to modify the tileset but i realy do suck at pixel art :(

Hope someone understand my problem :)

Re: [FND] Water in caves

Posted: 04 Nov 2008, 19:53
by Jaxad0127
zipon wrote:i have been playing whet a little but now and its realy hard to make a good map whet it right now.
The reason why it so hard is when you are trying to get a water clifft and the dirt clifft to work together you can get them to overlap in the right way.

The problem is the clifft tiles is in alpha layer and cant see any layer problems after we dont uses the 0.24 version anymore.

I have been trying to modify the tileset but i realy do suck at pixel art :(

Hope someone understand my problem :)
We no longer support 0.0.24(.1) (as of November 3, 2008). I've run into that too, but it can be hard to notice, so I'm living with it at the moment.

Re: Water in caves

Posted: 05 Nov 2008, 23:57
by octalot
zipon wrote:isn`t it better to skip the water layer under the walls and put it on its on place on the tileset?

Then the mappers can put the water tile on the Ground layer and the walls on the Fringe layer in tiled, it will make it alot easyer for os mappers to work whet
As 0.0.24(.1) is gone, I think switching to this would be a good idea. It should be easy to create this from the existing Gimp files (just delete the right layers and bits of the top ground layer). Jaxad, will you do that from the files that I've already given you?

Re: [FND] Water in caves

Posted: 18 Nov 2008, 13:57
by Crush
Here is a counter proposal for the above tileset:
Image

I substituted the caves with ground on the bottom and the caves with water on the bottom with one version of them ending in transparency. They can be used for both situations by putting the respective ground tile on the layer below.

I reused the space for something which can't be done with this: caves ending in dark chasms.

And while I was on it I also fixed a bit of stray alpha and some misalligned tiles.

In action:
Image

Re: [FND] Water in caves

Posted: 18 Nov 2008, 14:56
by octalot
Thanks for kick-starting a thread that had stopped with both Jaxad and I waiting on the other to do something.
And nice spotting on the pixel alignment :oops: .

I don't think the fade-to-dark-chasm bits look right though. I had a few goes at the same idea and couldn't get an idea that worked

There's a couple of stray pixels which are also my mistake. They're from the original cave set on the "unwalkable wall" layer, and I've fixed them up on my "unwalkable black overlay" instead of fixing them properly.
crush_cavebilevelhv4_stray_pixels.png
crush_cavebilevelhv4_stray_pixels.png (43.74 KiB) Viewed 3246 times

Re: [WIP] Water in caves

Posted: 23 Nov 2008, 20:31
by octalot
Thanks all - I've just been in to the new mines, and it's great to see my work in the game. :mrgreen: