[FND]forest tileset

All development of pixel art and graphics
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 07:17
Location: Lurking in the shadows

Re: forest tileset

Post by Len » 06 Mar 2008, 23:02

I think I should widen the cave some, and then break it into two layers so players can walk into it before zoning

Image
(mockup)

This would help the map feel less static

Image

also, lets play 1 or 2!!!!!!!!

Play or I'm going to bite your butt
Image
Pixel Battalion
User avatar
Dave
Novice
Novice
Posts: 294
Joined: 26 Mar 2006, 17:39
Location: USA
Contact:

Re: forest tileset

Post by Dave » 07 Mar 2008, 11:38

I honestly can't tell the difference between the two, aside from the plant to the left of the entrance. If that's the only difference to note, I guess I like 1 better. Are the rocks on the ground part of the widening process? Just looks like that lady will be dancing around (or tripping over :o ) the rocks, as she exits. Good idea, adding the layer effect.
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 07:17
Location: Lurking in the shadows

Re: forest tileset

Post by Len » 07 Mar 2008, 11:51

I think I should have taken that cave out of the 1 or 2 (just ignore the cave)
I was trying to determine which cliff base people preferred
Image
Pixel Battalion
User avatar
ElvenProgrammer
TMW Adviser
TMW Adviser
Posts: 2526
Joined: 13 Apr 2004, 20:11
Location: Italy
Contact:

Re: forest tileset

Post by ElvenProgrammer » 07 Mar 2008, 11:58

Can't we have both for the sake of variation?
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 07:17
Location: Lurking in the shadows

Re: forest tileset

Post by Len » 07 Mar 2008, 12:37

ElvenProgrammer wrote:Can't we have both for the sake of variation?
8) At this rate the tileset is going to be bigger than most maps lol (JK)
Image
Pixel Battalion
User avatar
Pajarico
Warrior
Warrior
Posts: 592
Joined: 28 Feb 2005, 20:29
Contact:

Re: forest tileset

Post by Pajarico » 07 Mar 2008, 14:10

Agreed with elven. But if i had to choose, 1.
Lv.: Maggot
Please, read the FAQ before posting.
User avatar
Pauan
Novice
Novice
Posts: 236
Joined: 15 Aug 2006, 08:28
Contact:

Re: forest tileset

Post by Pauan » 08 Mar 2008, 04:57

Pajarico wrote:Agreed with elven. But if i had to choose, 1.
Agreed.
User avatar
Rotonen
TMW Adviser
TMW Adviser
Posts: 3154
Joined: 08 Sep 2004, 20:48
Location: Espoo, Finland

Re: forest tileset

Post by Rotonen » 10 Mar 2008, 00:13

I have no issues with huge tilesets. We have no technical reasons to limit the size if there is quality work and variation available. The mappers will just love it.

As a sidenote, that cave entrance roof does not really look all that stable, does it?
This message used to be meaningful.
User avatar
Pajarico
Warrior
Warrior
Posts: 592
Joined: 28 Feb 2005, 20:29
Contact:

Re: forest tileset

Post by Pajarico » 10 Mar 2008, 00:30

Why not lower a bit the floor so it looks more like you are descending into the cave?
Lv.: Maggot
Please, read the FAQ before posting.
User avatar
ElvenProgrammer
TMW Adviser
TMW Adviser
Posts: 2526
Joined: 13 Apr 2004, 20:11
Location: Italy
Contact:

Re: forest tileset

Post by ElvenProgrammer » 10 Mar 2008, 21:47

Pajarico wrote:Why not lower a bit the floor so it looks more like you are descending into the cave?
Agreed, that would improve it a lot
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 07:17
Location: Lurking in the shadows

Re: forest tileset

Post by Len » 11 Mar 2008, 15:41

ElvenProgrammer wrote:
Pajarico wrote:Why not lower a bit the floor so it looks more like you are descending into the cave?
Agreed, that would improve it a lot
Image Saphy’s tree
Image Saphy’s plants
Image my crap :(

For the time being I want to move on to plants (which do we need, what can be improved, where to use them)

Image

Anyways, I'm certain more trees (probably a few smaller ones) are needed
Please reply with your own thoughts on this matter :idea:
Image
Pixel Battalion
User avatar
yosuhara
Warrior
Warrior
Posts: 583
Joined: 16 Mar 2006, 22:19
Location: Slovakia
Contact:

Re: forest tileset

Post by yosuhara » 11 Mar 2008, 18:46

Definitely more size variations of Saphy's tree wouldn't harm... also we need dead trees- standing and fallen trunks. I was also thinking that we could use tree with a hole in it, as an entrance to cave under the tree, that sort of mossy cave with lots of roots?
Or maybe tree with hollow trunk. Inside could be anything... like NPC or whole house, maybe some stairs leading way up to top of the tree...-possible tree-top village? or just some kind of observatory or outlook on higher branches to enjoy the view above the forest ^^ ...but that would require much bigger tree than one we have now, I think.
Image
Image
Image
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Re: forest tileset

Post by i » 14 Mar 2008, 14:38

Len: maybe you should consider adding some cut trunks like this:
big_tree_trunk.png
big_tree_trunk.png (24.8 KiB) Viewed 1208 times
inner rings are just rendered from inkscape
Retired chainsaw seller. CEO @ Advertising Agency N2P
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 07:17
Location: Lurking in the shadows

Re: forest tileset

Post by Len » 14 Mar 2008, 19:17

Its too clean, but you gave me a place to start :o
Image

I added some of Saphy’s plants to the rotting trunk

Image
Image
Pixel Battalion
User avatar
i
TMW Adviser
TMW Adviser
Posts: 1113
Joined: 07 Mar 2005, 18:29
Location: Poland
Contact:

Re: forest tileset

Post by i » 14 Mar 2008, 20:15

Len wrote:Image
Image
Retired chainsaw seller. CEO @ Advertising Agency N2P
Post Reply