Mushroms Forest Cave

Content and general development discussion, including maps, quests, and server code from the development team.
User avatar
feline monstrosity
Novice
Novice
Posts: 430
Joined: 27 Apr 2008, 15:08
Location: Wales, UK

Re: Mushroms Forest Cave

Post by feline monstrosity » 01 Jun 2009, 17:24

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
User avatar
Fother
Novice
Novice
Posts: 283
Joined: 26 Oct 2008, 11:50
Location: Gispaa Caldera, Tonori
Contact:

Re: Mushroms Forest Cave

Post by Fother » 01 Jun 2009, 19:34

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.
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...

Hoping nobody says "Pixel it!"... I lie, I'm hoping they say it.
"Fother" Jarrett Huxley
Evil Pixel Artist
Image
Wiki Page | Trello | Google+ Profile
User avatar
Ces
Novice
Novice
Posts: 231
Joined: 19 Mar 2008, 23:46
Location: The hemisphere

Re: Mushroms Forest Cave

Post by Ces » 01 Jun 2009, 20:55

Fother J wrote:Hoping nobody says "Pixel it!"... I lie, I'm hoping they say it.
Please put some colours on that blank canvas!

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...)
User avatar
fate
Novice
Novice
Posts: 402
Joined: 20 Mar 2008, 15:34

Re: Mushroms Forest Cave

Post by fate » 06 Jun 2009, 10:58

Hi everyone,

here are the fixed mushroom tiles:
mush-tiles.png
mush-tiles.png (34.38 KiB) Viewed 1522 times
-- fate
User avatar
fate
Novice
Novice
Posts: 402
Joined: 20 Mar 2008, 15:34

Re: Mushroms Forest Cave

Post by fate » 16 Jun 2009, 07:48

Hi,

this tileset is now available as graphics/tiles/mushrooms.png. Happy tiling! :-)
-- fate
User avatar
Superkoop
Novice
Novice
Posts: 265
Joined: 11 Feb 2008, 01:09
Location: South Dakota in the US of A
Contact:

Re: Mushroms Forest Cave

Post by Superkoop » 17 Jun 2009, 02:25

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. :?
In game I am Xaru
On forums I am Superkoop
IRL I am John
-View World map-
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: Mushroms Forest Cave

Post by Jaxad0127 » 17 Jun 2009, 02:46

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. :?
Layers below "Fringe" are below the player. Layers above are above.
Image
User avatar
fate
Novice
Novice
Posts: 402
Joined: 20 Mar 2008, 15:34

Re: Mushroms Forest Cave

Post by fate » 17 Jun 2009, 08:58

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. :-)

-- fate
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: Mushroms Forest Cave

Post by Crush » 17 Jun 2009, 14:14

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.
  • 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.
User avatar
fate
Novice
Novice
Posts: 402
Joined: 20 Mar 2008, 15:34

Re: Mushroms Forest Cave

Post by fate » 17 Jun 2009, 14:46

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
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: Mushroms Forest Cave

Post by Crush » 17 Jun 2009, 15:47

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.
  • 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.
peavey
Novice
Novice
Posts: 101
Joined: 12 Feb 2008, 05:15

Re: Mushroms Forest Cave

Post by peavey » 17 Jun 2009, 16:33

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.
I agree and I know Fate does too; could you perhaps do it?

Thanks in advance.
User avatar
kr0n05931
Warrior
Warrior
Posts: 652
Joined: 26 Jul 2008, 02:59
Location: United Socialist States of America
Contact:

Re: Mushroms Forest Cave

Post by kr0n05931 » 17 Jun 2009, 19:15

fate wrote:Hi everyone,

here are the fixed mushroom tiles:
mush-tiles.png
-- fate
Isn't the first one out of perspective, along with the first two on the bottom row?
Lazy bum.
User avatar
Superkoop
Novice
Novice
Posts: 265
Joined: 11 Feb 2008, 01:09
Location: South Dakota in the US of A
Contact:

Re: Mushroms Forest Cave

Post by Superkoop » 30 Jun 2009, 22:01

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:
mushrooms_x3.png
mushrooms_x3.png (25.48 KiB) Viewed 1121 times

Regular size:
mushrooms_new.png
mushrooms_new.png (12.34 KiB) Viewed 1124 times
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.
I'm doing it this way so that multiple layers aren't necessary, hopefully simplifying it.
In game I am Xaru
On forums I am Superkoop
IRL I am John
-View World map-
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: Mushroms Forest Cave

Post by Jaxad0127 » 01 Jul 2009, 01:06

Superkoop wrote:_x3 set This is finished:
The ones 64pixels and shorter should go on the x2 set. The ones 32 pixels or lower, on the normal set.
Image
Post Reply