Mushroms Forest Cave

Content and general development discussion, including maps, quests, and server code from the development team.
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Dave
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Post by Dave » Thu Feb 07, 2008 10:56 pm

Len wrote:Heres the moss I made for the Forest tileset and never used..
8)
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Post by Len » Fri Feb 08, 2008 12:39 am

Image

Trying to give it a more cave like look (more like it was formed by running water)
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Post by AxlTrozz » Fri Feb 08, 2008 1:01 am

thanks 8)

If you don't mind I'll take it and work with it
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Post by Len » Fri Feb 08, 2008 1:04 am

AxlTrozz wrote:thanks 8)

If you don't mind I'll take it and work with it
its fine with me

Image
I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
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Post by Dave » Fri Feb 08, 2008 7:33 am

:) That's more like it, for the height of the walls.
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Post by Jetryl » Fri Feb 08, 2008 7:50 am

Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
Chrono Trigger's caves rocked.

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.
Image
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Post by Len » Fri Feb 08, 2008 10:15 am

Jetryl wrote:
Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
Chrono Trigger's caves rocked.

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!
And thats one reason I believe that many of the old maps/tilesets need a lot of work.. ><
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Post by AxlTrozz » Fri Feb 08, 2008 7:01 pm

Len wrote:
Jetryl wrote:
Len wrote:I think we should avoid the blockyness of the current caves and try for something more organic like in Chrono Trigger
Chrono Trigger's caves rocked.

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!
And thats one reason I believe that many of the old maps/tilesets need a lot of work.. ><
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 :)
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Post by AxlTrozz » Fri Feb 08, 2008 7:56 pm

what about something like this...
http://home.off-road.com/~snantz/Trips/ ... llagoe.jpg

I like
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Post by Len » Fri Feb 08, 2008 7:58 pm

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 :)
Caves are generally shaped by water, which has been dripping and depositing minerals (creating vertical shapes)
Image

When ever I see the horizontal shaped texture that you proposed its been in windy areas of the games
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(These images are copyrighted by there original creators “use them only as a referenceâ€
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Post by AxlTrozz » Fri Feb 08, 2008 9:00 pm

Image

Starting something... - green - :)
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Post by Len » Fri Feb 08, 2008 10:01 pm

AxlTrozz wrote:Image

Starting something... - green - :)
Interesting....
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Post by Crush » Fri Feb 08, 2008 10:08 pm

@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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Post by Len » Fri Feb 08, 2008 10:20 pm

AxlTrozz are you going to leave some of that orange/redish color as reflective color

Image
kinda of how I did for the purple on this tower
Crush 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.
Lets not say "emulator" lets call them Screen shots from an undisclosed source :wink:
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Post by Dave » Fri Feb 08, 2008 10:40 pm

AxlTrozz wrote:Image
umm.. :? forgive me for sounding stupid, but I can't tell what this image is supposed to be.
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