Len wrote:Heres the moss I made for the Forest tileset and never used..
Mushroms Forest Cave
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Chrono Trigger's caves rocked.Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
And here's a hint - a lot of it had to do with the floors; in making caves, try and make multiple varieties of floor, and have at least one walkable variety be strewn with small boulders and rubble. (It's assumed you use single, larger "placeable boulders" to do the unwalkable variety). Real cave floors are strewn with rubble; cripes, the basically are rubble, unless enough sediment has deposited on top of them. The current cave floors look like a blank cement floor.
A lot of it also had to do with the walls being curved, and having "legs" that extended out over the cave floor - legs on which the flattened end parts were walkable.
My sentiments exactly!Jetryl wrote:Chrono Trigger's caves rocked.Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
And here's a hint - a lot of it had to do with the floors; in making caves, try and make multiple varieties of floor, and have at least one walkable variety be strewn with small boulders and rubble. (It's assumed you use single, larger "placeable boulders" to do the unwalkable variety). Real cave floors are strewn with rubble; cripes, the basically are rubble, unless enough sediment has deposited on top of them. The current cave floors look like a blank cement floor.
A lot of it also had to do with the walls being curved, and having "legs" that extended out over the cave floor - legs on which the flattened end parts were walkable.
And thats one reason I believe that many of the old maps/tilesets need a lot of work.. ><
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I like all the ideas, I was thinking in something like that but also add some low header places like passages and connections, I'll try some concepts to start with, still not convinced about the brown color and vertical shapes, I would like to do something green or yellow with horizontal shapes just to have something new, what you think ??Len wrote:My sentiments exactly!Jetryl wrote:Chrono Trigger's caves rocked.Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
And here's a hint - a lot of it had to do with the floors; in making caves, try and make multiple varieties of floor, and have at least one walkable variety be strewn with small boulders and rubble. (It's assumed you use single, larger "placeable boulders" to do the unwalkable variety). Real cave floors are strewn with rubble; cripes, the basically are rubble, unless enough sediment has deposited on top of them. The current cave floors look like a blank cement floor.
A lot of it also had to do with the walls being curved, and having "legs" that extended out over the cave floor - legs on which the flattened end parts were walkable.
And thats one reason I believe that many of the old maps/tilesets need a lot of work.. ><
Note: I bought a wacom tablet and still trying to make it work with Gimp and XP any advise is welcome
Caves are generally shaped by water, which has been dripping and depositing minerals (creating vertical shapes)AxlTrozz wrote: I like all the ideas, I was thinking in something like that but also add some low header places like passages and connections, I'll try some concepts to start with, still not convinced about the brown color and vertical shapes, I would like to do something green or yellow with horizontal shapes just to have something new, what you think ??
Note: I bought a wacom tablet and still trying to make it work with Gimp and XP any advise is welcome
When ever I see the horizontal shaped texture that you proposed its been in windy areas of the games
(These images are copyrighted by there original creators “use them only as a referenceâ€
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@Len: When you switch off bilinear filtering in your emulators display post processing settings it is much easier to examine squaresofts pixel art technique.
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AxlTrozz are you going to leave some of that orange/redish color as reflective color
kinda of how I did for the purple on this tower
kinda of how I did for the purple on this tower
Lets not say "emulator" lets call them Screen shots from an undisclosed sourceCrush wrote:@Len: When you switch off bilinear filtering in your emulators display post processing settings it is much easier to examine squaresofts pixel art technique.
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