[WIP] Cave foliage

All development of pixel art and graphics
Post Reply
User avatar
octalot
Novice
Novice
Posts: 214
Joined: 23 Sep 2008, 20:15

[WIP] Cave foliage

Post by octalot » 29 Dec 2008, 02:28

Trying out a way to make some cave corridors look a little different. This is very early, wanting to know what people think of the concept.
TMW_Screenshot_52.png
TMW_Screenshot_52.png (148.18 KiB) Viewed 3148 times
Attachments
cave_creepers.png
cave_creepers.png (9.11 KiB) Viewed 3141 times
Last edited by octalot on 03 Jan 2009, 05:04, edited 1 time in total.
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
User avatar
kr0n05931
Warrior
Warrior
Posts: 652
Joined: 26 Jul 2008, 02:59
Location: United Socialist States of America
Contact:

Re: [CPT] Cave foliage

Post by kr0n05931 » 29 Dec 2008, 03:19

Looks nice so far, how about adding a few roots? Btw, could you make a blue one for water running down the cave as well?

And on that note: We could use these for ores.
Lazy bum.
User avatar
octalot
Novice
Novice
Posts: 214
Joined: 23 Sep 2008, 20:15

Re: [CPT] Cave foliage

Post by octalot » 29 Dec 2008, 07:38

kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
User avatar
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: [CPT] Cave foliage

Post by Jaxad0127 » 29 Dec 2008, 07:45

octalot wrote:
kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
I don't think it's supported right now. But in any case, Tiled doesn't support it. Ore veins would be different anyways.
Image
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: [CPT] Cave foliage

Post by Crush » 29 Dec 2008, 09:03

octalot wrote:
kr0n05931 wrote:And on that note: We could use these for ores.
Could the redye techniques be used on tilesets too?
Yes, the engine can redye every image which is passed to it by filename. But I would not recommend it for tilesets.
  • 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
Jaxad0127
TMW Adviser
TMW Adviser
Posts: 4209
Joined: 01 Nov 2007, 18:35
Location: Internet

Re: [CPT] Cave foliage

Post by Jaxad0127 » 29 Dec 2008, 09:06

It would definitely break Tiled. Adding the ability to Tiled would be easy, but I don't think Bjørn would support it.
Image
User avatar
octalot
Novice
Novice
Posts: 214
Joined: 23 Sep 2008, 20:15

Re: [WIP] Cave foliage

Post by octalot » 03 Jan 2009, 04:59

Well, either they're creepers or it's a mess of squiggly lines. Haven't gone back to add shadows yet, and want to get these tiles done before adding ones to fit bilevel walls.
Attachments
cave_creepers.xcf.bz2
(217.24 KiB) Downloaded 115 times
cave_creepers.png
cave_creepers.png (62.46 KiB) Viewed 2980 times
screenshot_cave_creepers.png
screenshot_cave_creepers.png (240.94 KiB) Viewed 2983 times
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
User avatar
octalot
Novice
Novice
Posts: 214
Joined: 23 Sep 2008, 20:15

Re: [WIP] Cave foliage

Post by octalot » 08 Jan 2009, 16:50

I'm looking for comments about the existing tiles, before I finish the creeper sets.
The water needs a complete rework, that comes later. Might be best to split this in to two sets.

Artifacts on the ground are attempting to get the screenshot small enough for the forum's file size limit (the in-cave darkness makes the image compress badly).
screenshot_cave_creepers_reencode.png
screenshot_cave_creepers_reencode.png (220.45 KiB) Viewed 2903 times
cave_creepers.png
cave_creepers.png (99.6 KiB) Viewed 2896 times
Attachments
cave_creepers.xcf.7z
To copy the contrast from the cave tiles, the "example base tiles" layer is copied as special-mode layer.

Soft light gives a good result, at either 100% or 70% opacity.
Difference creates a twisted-world effect
Darken only gives shadows, but it's a bit bright.
Hue gives a golden effect - not quite sure what but it's interesting
Value makes it all far too bright.

Setting the layer to value, 50% opacity, and tweaking brightness/contrast to -79 brightness is good.
(161.09 KiB) Downloaded 121 times
Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 17:08
Location: Germany

Re: [WIP] Cave foliage

Post by Crush » 09 Jan 2009, 05:45

The transmission from wall to ground is too abrupt.

When you rework the water then please consider to make it animated.

You can switch off the cave spotlight effect in the games setup menu by setting overlay effects to "off".
  • 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.
Savi
Novice
Novice
Posts: 107
Joined: 18 Jan 2009, 20:14

Re: [WIP] Cave foliage

Post by Savi » 05 Feb 2009, 19:35

Looking at the last .png from Novice I think there should be some partially green floor tiles where the walls meet the floor.

Is it a possible that the wall slime could illuminate the cave?
Post Reply