Mushroms Forest Cave

Content and general development discussion, including maps, quests, and server code from the development team.
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Shaggy
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Re: Mushroms Forest Cave

Post by Shaggy » Fri May 30, 2008 8:28 pm

AxlTrozz wrote: Fire Cave version...
ImageImage
I know what you are going to say "my eyes, my eyes...lol" but anyways I wanted to post it ;)
But think about lava...and you got it
Wow!!! I can almost feel the lava bubbling up from the depths of the earth :!:
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feline monstrosity
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Re: Mushroms Forest Cave

Post by feline monstrosity » Mon Jun 02, 2008 6:30 pm

I just thought I'd throw these in for some inspiration:
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They're screenshots from my favorite anime. A cookie for the first person to name it!
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Slave
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Re: Mushroms Forest Cave

Post by Slave » Mon Jun 02, 2008 8:17 pm

was it nausica and the vally of the wind?
like my avatar? i drew a concept of old savior plate which is now outaded in a bout 5 mins. if you have an avatar froma game you would like me to draw for you give me a PM.
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feline monstrosity
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Re: Mushroms Forest Cave

Post by feline monstrosity » Mon Jun 02, 2008 9:09 pm

Yes! Here's your cookie!
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~Feline Monstrosity
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Fother
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Re: Mushroms Forest Cave

Post by Fother » Mon Mar 16, 2009 12:52 am

Who's making this into a set? I want to play in it! :D
"Fother" Jarrett Huxley
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AxlTrozz
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Re: Mushroms Forest Cave

Post by AxlTrozz » Wed Mar 18, 2009 4:28 am

Fother J wrote:Who's making this into a set? I want to play in it! :D

Actually nobody, Facalta was working on it and I made some of mushrooms also Len created another couple concepts but nothing usable yet.

Any volunteer ?
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fate
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Re: Mushroms Forest Cave

Post by fate » Sat May 30, 2009 11:34 am

Hi,

here's a tileset proposal for the mushrooms, including some that I tried to build by `shrinking' Len's mushroom a bit. Note that the tiny little mushrooms should be stackable, though this may require several layers. I don't know enough about mapping to know whether this will work (the relevant program doesn't like my window manager), so I'd greatly appreciate feedback on that!
mush-tileset-0.png
mush-tileset-0.png (35.05 KiB) Viewed 1405 times
I'm not sure if the first one fits, though... also, I might have missed some (or included some that shouldn't be included). Any feedback would be appreciated!

[EDIT: removed some dirt from the negatives and made a fresh print]

-- fate
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Re: Mushroms Forest Cave

Post by Jumpy » Sat May 30, 2009 12:01 pm

just beautifull...
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fate
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Re: Mushroms Forest Cave

Post by fate » Sat May 30, 2009 12:08 pm

Hi,

to be clear about this: I didn't draw (most of) these mushrooms; they are pulled from earlier in this thread. The authors are (top down, left-to-right):
  • Dave, Dave again (though I took the liberty of filling in the stem, using Dave's colour design)
  • Dave
  • Len, and the rest by myself with colour and shape adapted
I am particularly curious whether this tileset could actually be used for mapping, or whether changes would be needed/helpful.

-- fate
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Re: Mushroms Forest Cave

Post by Jumpy » Sat May 30, 2009 1:08 pm

so my beautifull goes to all of them and my thanks to you who digges and took them here :)
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fate
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Re: Mushroms Forest Cave

Post by fate » Sun May 31, 2009 10:48 am

Hi everyone,

Ces has kindly provided me with two screenshots of his mapping experiments:
Image

The above uses a single layer for mushrooms. Using multiple layers gives the following effect:

Image

(Note how he exploited identically-looking but shifted mushrooms to construct different combinations within a tile)

The two biggest ones evidently need some cleanup on their outlines; I will get on that right away.

-- fate
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fate
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Re: Mushroms Forest Cave

Post by fate » Sun May 31, 2009 11:51 am

Hi,

I've cleaned up some outlines (as pointed out by Ces) and added a new Len-style mushroom.
mush-tiles.png
mush-tiles.png (34.66 KiB) Viewed 1324 times
Any thoughts? Anything blocking this from inclusion as a standard tileset?

-- fate
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Ces
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Re: Mushroms Forest Cave

Post by Ces » Sun May 31, 2009 12:31 pm

Thank you for working on this, fate. The caves really needs some pixel love.

I noticed that Dave’s entwined/twisted fungus could need a variant or two, but that is something which could be added later. (Dave’s largest fungus could also need a variant, but it is quite unique in itself, especially if used sparingly.)

It is a bit more work with using additional layers, but it is well worth the effort in my eyes, as it effectively can help break the squares, especially if done with more attention than I used in the quick test above (I wasn’t very careful, so it looks quite messy and there is also several layer mistakes).
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Re: Mushroms Forest Cave

Post by Rotonen » Mon Jun 01, 2009 3:36 pm

Now we only need a cave where they'd fit.
This message used to be meaningful.
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fate
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Re: Mushroms Forest Cave

Post by fate » Mon Jun 01, 2009 4:15 pm

Hi,

on second glance, the big spore-mushroom's top is now broken and the outline for the twisted mushroom needs more polishing. I'll try to get to that next weekend. Other than that, are there any complains, or any reasons for why this shouldn't be included as a standard tileset?

-- fate
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