windmill, barn & other stuff

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Matt
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Re: stone wall, windmill & other stuff

Post by Matt » Tue Jan 12, 2010 6:16 pm

Matt approves, great work!
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IvanMorve
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Re: stone wall, windmill & other stuff

Post by IvanMorve » Wed Jan 13, 2010 3:50 pm

nothing good here, but that's all I can do:
Image
any suggestion?
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve » Fri Jan 15, 2010 1:32 am

theses add on kill me, but I don't want to waste more time on it.
I put the stamp.

Image

So (I hope): NEXT
i an other concept?
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Jaxad0127
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Re: windmill, barn & other stuff

Post by Jaxad0127 » Fri Jan 15, 2010 2:18 am

Could you do a version without the add-ons so can mix and match? I'd hate to only use this great piece once because the add-ons are a bit much for every instance.
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Rotonen
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Re: windmill, barn & other stuff

Post by Rotonen » Fri Jan 15, 2010 2:34 am

Also providing the source file (assuming GIMP, assuming you worked in layers) you've used with the layer data will help other artists using your art or studying your art.
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve » Fri Jan 15, 2010 1:31 pm

here is the barn without anything. Middle part is mostly tillable.

Thanks Rotonen.
And the .xcf with layers (shadows, tools ...)
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barn0.xcf.gz
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barn0.png
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Last edited by IvanMorve on Fri Jan 15, 2010 2:58 pm, edited 3 times in total.
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Rotonen
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Re: windmill, barn & other stuff

Post by Rotonen » Fri Jan 15, 2010 1:35 pm

.xcf.gz should work here quite fine.
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i
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Re: windmill, barn & other stuff

Post by i » Fri Jan 15, 2010 7:18 pm

IvanMorve wrote:Middle part is mostly tillable.
No it isn't. But I've resolved this issue. Now middle transition wall->roof in middle part is in every tile the same. I also added some shadows on the right of wooden pillows.

Now we need someone to test those in tiles and point out issues.
I'm not really happy about doors. In your version they need 4 horizontal tiles. Maybe we should move them 16px to right and add some support structures. That would require 3 horizontal tiles.

Oh well. Will see.
CR1-Barn.png
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IvanMorve
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Re: windmill, barn & other stuff

Post by IvanMorve » Fri Jan 15, 2010 9:07 pm

here is a 2x3 (IMO 3x3 is too big) door, and all tillable stuff
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Re: windmill, barn & other stuff

Post by IvanMorve » Mon Jan 18, 2010 5:13 pm

Next step: organization of this tileset.

After, I would like to work on the village tileset, but i'm short on ideas, lack of imagination, so, if anyone have some concepts, ideas or so...
Feel free to feed me.
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Lizandra
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Re: windmill, barn & other stuff

Post by Lizandra » Mon Jan 18, 2010 5:34 pm

Lol...what about some stables to put Mouboos in? :wink:
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iamWayne
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Re: windmill, barn & other stuff

Post by iamWayne » Mon Jan 18, 2010 5:43 pm

deleted
Last edited by iamWayne on Thu Feb 04, 2010 6:22 am, edited 1 time in total.
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Rotonen
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Re: windmill, barn & other stuff

Post by Rotonen » Mon Jan 18, 2010 8:49 pm

Lizandra wrote:Lol...what about some stables to put Mouboos in? :wink:
The topic of which creatures are going to be released in CR1 has not been touched yet.
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Re: windmill, barn & other stuff

Post by salmondine » Tue Jan 19, 2010 2:12 pm

Ideas, for this tile set...
2 story version with a balcony..."where for art thou? ...romeo"
A lookout tower in same building style
City walls in same style
guard house boxes for city gates
A trellis with climbing roses
Flower boxes for windows
Porch covers for doorways, front and side views
Stone and wood street lighting
Stone work for city houses and garden walls
Street pavements based on stonework

A belt drive for windmill to power external machines & light industrial...sawmills etc

*just off the top of my head =]
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Re: windmill, barn & other stuff

Post by IvanMorve » Sat Jan 30, 2010 7:32 pm

with minors updates:
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barn-tileset.png
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