[REQ] More tiles for Tulimshar set

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Jaxad0127
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[REQ] More tiles for Tulimshar set

Post by Jaxad0127 » Thu Nov 27, 2008 1:55 am

I'm requesting some tiles for Tulimshar that aren't in the current set. Without them, I'll need to redesign this building heavily.

Image

A redesign of the set to take advantage of the unlimited layers we now have would also work.
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Re: [REQ] More tiles for Tulimshar set

Post by Modanung » Sat Nov 29, 2008 6:34 pm

The bottom right corner is already there 8th column, 6th row. You're right about the other one, and the unlimited layers.
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Re: [REQ] More tiles for Tulimshar set

Post by Jaxad0127 » Sat Nov 29, 2008 6:47 pm

I didn't even see those tiles for some reason. Thank you. I'm making good use of this set's complexity.
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Re: [REQ] More tiles for Tulimshar set

Post by Jaxad0127 » Tue Dec 23, 2008 3:15 am

Some more I've encountered:
Image
Image
Image

Note that the last one isn't a hish priority, as it has been in the game for a while without complaints.
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Re: [REQ] More tiles for Tulimshar set

Post by Freeyorp101 » Tue Dec 23, 2008 3:22 am

Looking at the transition between the tile to the left of the left gap and the one above that in your first screenshot I see this:
UnsmoothTransition.png
UnsmoothTransition.png (424 Bytes) Viewed 989 times
Replacing that tile with the tile in the 13th column 4th row changes it to this:
SmootherTransition.png
SmootherTransition.png (384 Bytes) Viewed 989 times
</nitpick>

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Re: [REQ] More tiles for Tulimshar set

Post by Freeyorp101 » Wed Dec 24, 2008 7:42 am

After a few attempts at making a tile to fill the lower left gap in the first screenshot, I've come up with this:
tilelowerleftsc1.png
32x32 tile (unless I messed up gimp's grid system again)
tilelowerleftsc1.png (707 Bytes) Viewed 920 times
tilelowerleftsc1wenvr.png
Tile with surrounding tiles from screenshot
tilelowerleftsc1wenvr.png (1.6 KiB) Viewed 920 times
It still doesn't look right to me but I'm at a loss as how to improve it.

Does anyone have any suggestions? :?:

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Re: [REQ] More tiles for Tulimshar set

Post by Freeyorp101 » Wed Dec 24, 2008 8:09 am

Tiles for your 2nd set of screenshots, middle screenshot:
tiler2s2t1,2.png
2 Tiles for the 2nd set of screenshots, second screenshot
tiler2s2t1,2.png (1.12 KiB) Viewed 905 times
tiler2s2t1,2wenvr.png
And placed in the example environment
tiler2s2t1,2wenvr.png (1.83 KiB) Viewed 906 times
---Freeyorp
Last edited by Freeyorp101 on Fri Dec 26, 2008 11:04 pm, edited 1 time in total.
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Re: [REQ] More tiles for Tulimshar set

Post by Freeyorp101 » Fri Dec 26, 2008 11:03 pm

New Tileset with the requested tiles appended: http://img156.imageshack.us/img156/3709 ... r2fni1.png

EDIT:typo

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Re: [REQ] More tiles for Tulimshar set

Post by Rotonen » Sat Dec 27, 2008 11:59 am

Could we also have doors for the doorframes or are the people living there really trusty?
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Re: [REQ] More tiles for Tulimshar set

Post by Freeyorp101 » Sat Dec 27, 2008 10:21 pm

Good point - I had sort of thought they were trusting people without really thinking about it; but I guess they have guards and big gates and walls.

And crime is everywhere I guess. :roll:

This could also be useful in other ways too - eg. a closed door = no warp

I'll start on this now (both upper and lower doorways)

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Re: [REQ] More tiles for Tulimshar set

Post by Rotonen » Sat Dec 27, 2008 10:45 pm

The "closed door - no warp" aspect was what I'm after. At the moment it's rather frustrating that you don't really know which doors lead somewhere without trying.

That said, should this apply to other tilesets too? Could we animate doors opening when people pass through?
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Re: [REQ] More tiles for Tulimshar set

Post by Dryad » Sun Dec 28, 2008 2:30 am

Use the same type of npc that a chest is. We could use npc scripting to get warps and requirements (keys or stats). The only flaw I can see is that the player doesn't have to be closed to the door for it to warp him or her.
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Re: [REQ] More tiles for Tulimshar set

Post by kr0n05931 » Sun Dec 28, 2008 4:51 am

Well, we could do it like a MUD there, make it to where you click the door and a question pops up in a dialog box asking "Do you want to open this door?" "Yes, No" via an invisible NPC.
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Re: [REQ] More tiles for Tulimshar set

Post by Crush » Sun Dec 28, 2008 8:49 am

A better solution would be an area-triggered dialogue with a conditional warp like we have at the hurnscald mine entrance.

The dialog should only appear in situations were it makes sense (a guarded door requiring a password, for example), not for every single door in the game. When the player stands in front of a door and presses the "up" key, his/her intentions are quite clear and don't require further confirmation.
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Re: [REQ] More tiles for Tulimshar set

Post by octalot » Sun Dec 28, 2008 3:00 pm

Why not just edit the map (replacing the closed door with an open one) when adding the warp?
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