Snow Tileset

All development of pixel art and graphics
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5t3v3
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Re: Snow Tileset

Post by 5t3v3 » Sat Jun 28, 2008 1:25 pm

Lecter wrote:btw the season stuff have been set in suggestion, and its more "oriented graph managing" related topic, a player still in a wrong season tile would simply stay there, but once he leave the map... we'll manage where he goes.
Well that's a problem still. If one stays during the change and another exits and reenters, then suddenly both are at the same place but at a different place at the same time. Do they see each other? Are they on a different map altogether? Can one see the other running at places that he himself cannot access?
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Re: Snow Tileset

Post by Lecter » Sat Jun 28, 2008 4:06 pm

Ok, if you dont know about oriented graphs or data structures, plz dont stay there is still a problem...
Like I said the subject is set in suggestion forum, this aint the place to set this.
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Re: Snow Tileset

Post by Crush » Sat Jun 28, 2008 4:25 pm

5t3v3s complaints are absolutely valid. I posted the reasons in your thread in the suggestions forum.
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Re: Snow Tileset

Post by Lecter » Sat Jun 28, 2008 11:18 pm

Here is some bluish rendering for a more "icy night" effect.
Can anyone post the desert set, I would like turning those sand tiles into snow ones.
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snowset.png
Dont consider the grass tiles
snowset.png (43.72 KiB) Viewed 1074 times
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Re: Snow Tileset

Post by Jaxad0127 » Sat Jun 28, 2008 11:26 pm

Lecter wrote:Here is some bluish rendering for a more "icy night" effect.
Can anyone post the desert set, I would like turning those sand tiles into snow ones.
You can extract them from client updates (details here) or browse SVN online (direct link to tilesets).
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Re: Snow Tileset

Post by EJlol » Sat Jun 28, 2008 11:30 pm

Its a bit (huge understatement!) to blue IMO.
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Re: Snow Tileset

Post by Crush » Sat Jun 28, 2008 11:52 pm

When it is dark the human eye can only tell the difference between bright and dark and has trouble distinguishing between different colors. For that reason the world appears more grey the less light you have.

So when you want to create the effect of low light you have to lower the saturation.

By the way: We already got an overlay effect to create darkness. It was used during the 2006 halloween event. It is just a mono-colored overlay effect (4% red, 4% green, 10% blue, 59% alpha, to be precise).
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Re: Snow Tileset

Post by 5t3v3 » Sun Jun 29, 2008 12:30 am

Instead of making the tiles look different by overlayer, perhaps we could have blizzard with ambient effect similar to sandstorm? Anyway, I second EJ that it's to much blue.


I thought I'd give pixelart another try.
So, what do you think, improvement or worse?
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effect I was going for:
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Re: Snow Tileset

Post by 5t3v3 » Sun Jun 29, 2008 1:31 am

I noticed after posting that the shades were more like lines as opposed to pits when comparing to the picture, so second try
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Last edited by 5t3v3 on Sun Jun 29, 2008 1:46 am, edited 1 time in total.
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Re: Snow Tileset

Post by Crush » Sun Jun 29, 2008 1:40 am

Tiled:
Image
There is a bright horizontal line which could use some grid breaking but besides that it is a quite nice tile.

Some variant tiles for breaking the monotony would be nice.
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Re: Snow Tileset

Post by 5t3v3 » Sun Jun 29, 2008 1:50 am

Yeah I c what you mean, I'll try and work on it. Thx for feedback
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Re: Snow Tileset

Post by Rotonen » Sun Jun 29, 2008 2:19 am

Somehow reminds me of most of the Commodore 64 pixel art and static on analogue TV.

Could have a bit better defined shapes, even though it is powdered snow you are aiming for.
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Re: Snow Tileset

Post by Lecter » Sun Jun 29, 2008 2:50 am

Here is what we obtain if we resize 4 of them into 1, it give a color tile without patern thats not bad to work with.
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snowtileip9.png
snowtileip9.png (30.16 KiB) Viewed 987 times
Last edited by Lecter on Sun Jun 29, 2008 3:03 am, edited 2 times in total.
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Re: Snow Tileset

Post by Lecter » Sun Jun 29, 2008 3:00 am

Here is what I call post Tiling effect, after u made a tiled area to un grid it well, (particulary good if position is pixel base) you can use Gimp with confetis of water drop, darkening or other efects and apply it to the area, it give a personality to the area.


I admit this is a clumsy quickly done example, but if image editors would revise a map's background image in post production, it can give a much better rendering, particulary if the game goes in pixel positionning.
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snowtileip9.png
snowtileip9.png (190.13 KiB) Viewed 987 times
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Re: Snow Tileset

Post by 5t3v3 » Sun Jun 29, 2008 11:34 am

Looks nice, but I think that post-tiling defeats the purpose of using tilesets in the first place. this means you'll have to save (and clients have to upload it) every map as a graphic image, rather then as a txt image that gives directions how to compose the different tiles.
Somehow reminds me of most of the Commodore 64 pixel art and static on analogue TV.

Could have a bit better defined shapes, even though it is powdered snow you are aiming for.
ok, how's this?
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Better or worse? I think now they might be a bit to much defined shapes?
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