House Tiles - Tulimshar

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Ultim
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Post by Ultim » 01 Jan 2006, 22:28

Realism is directly proportional to overcontrol and indirectly proportional to fun.
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Modanung
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Post by Modanung » 02 Jan 2006, 00:58

Wood sticking out of your house that is revealed because a piece of your house fell off isn't a sign of wealth.

But thanks for the history lesson anyway. It was nice to read. :)
And I suppose the rich houses will have more cloth, tiles and other decoration.
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Post by Adarias » 02 Jan 2006, 01:28

Ultim wrote:Realism is directly proportional to overcontrol and indirectly proportional to fun.
I see design as a way of bending reality to create something purely fantastic, and immersing the player in a fully accurate and believable dream. Also, it should be known that when i say something i am not per se arguing for obeying it as a rule, more for just a tastey tidbit that may help to create and understand a world which exists only in half-finished tilesets and the collective mind of a few dozen developers, because at the end of the day, does any body *really* give a damn about the socio-economic role of psuedoextended rafters in semi-ancient mideast architecture? Hopefully not.
Modanung wrote:Wood sticking out of your house that is revealed because a piece of your house fell off isn't a sign of wealth.
lol, good point there ^^
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Post by Pajarico » 15 Jan 2006, 17:06

Hi, I'm thinking about a set of patterns that are compatible between them, so with a fixed number you could a vast amount of combinations. This idea struck on my mind when I found this pic:
Image

Pay attention at the pattern over the wall at the left, that's what I want to achieve. So I've done a sketch (serve as a example) of how to make tiles that fit one with each other:
Image

I suggest Modanung to make tiles like those and add them to the mud house tiles you were working on so they can be used over the walls and make patterns that distinguise one house from another, maybe as a way to name zones, streets or the family/calns that lives in it.

Well, what do you think?
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Techsetsu
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Post by Techsetsu » 17 Jan 2006, 09:45

Ultim wrote:Realism is directly proportional to overcontrol and indirectly proportional to fun.
lol, this is definitely sig-worthy. :D
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degen
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Post by degen » 01 Feb 2006, 02:45

Adarias !

loved your post about mediterranean concept between wealth and the value of materials!! aah almost so i long back to history class *sighs*

ooh well yes i am NOT dead yet *whistles as he scratches his head* well i am done with school ...

*coughs* well *coughs* ...
now i am going to start a driver license intesive course ... which will cost me about 1300 US dollars ... (as good as gaurranted the license after 2 weeks)

*mutters to himself i gotta be insane*

so ... well ... when i am done with that (hahaha) i will get more time... REALLY i meen it !

well hope you have missed me atleast for a bit >_> since i have missed all the 5 hours straight dotting in my pixel prog and sweet talking Elven and the rest of the mob ^_^

well i'll try to be a bit creative from now on as well upp some stuff and draw some concepts for your liking etc etc you know how we "great artists " are like :)
Let em tell da' king
Da the east belongs to Morglum
Da east belongs to da orcs
Da east is green
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Modanung
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Post by Modanung » 13 Mar 2006, 00:02

Thought I'd post a small improvement on the mudhouse.
Old:
Image
New:
Image
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Verious
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Post by Verious » 13 Mar 2006, 16:56

I see you adjusted the position of the door, which is an improvement, but it still seems to high off the ground in relation to the size of the player sprite. It looks like he would have to jump up to walk in.
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Tenche
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Post by Tenche » 13 Mar 2006, 17:18

I made some improvements

Image

Image
Last edited by Tenche on 13 Mar 2006, 17:42, edited 1 time in total.
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ElvenProgrammer
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Post by ElvenProgrammer » 13 Mar 2006, 17:29

Tenche wrote:I made some improvements

Image
Improvements? :roll:
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Post by Matt » 13 Mar 2006, 17:37

Mhhh...?

Ants?
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Modanung
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Post by Modanung » 13 Mar 2006, 17:39

Verious wrote:I see you adjusted the position of the door, which is an improvement, but it still seems to high off the ground in relation to the size of the player sprite. It looks like he would have to jump up to walk in.
I don't think it's too high. It's not even a foot. And remember doorsteps held creatures like (small :wink:) scorpions, snakes and rats outside in desertregions. And dust.

By the way, I didn't adjust the position of the door, I removed what was planned as a transision between wall and floor.

Thenche... I hope you won't mind I disagree with the fact they're improvements. Second I see your changes as something for variation tiles. Which I will work on once all basic tiles are ready.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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Tenche
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Post by Tenche » 13 Mar 2006, 17:43

yeah i just ment the improvements to the tile set once u get it done if you have a bunch of these homes you gota have some different :)
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Modanung
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Post by Modanung » 13 Mar 2006, 17:48

Yes, I agree. I hate repetitivity too. :)
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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Modanung
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Post by Modanung » 15 Aug 2006, 01:32

Little update on the Tulimshar mud houses.
Image
This images shows both the current state of the tileset and what you can do with it.
Note the wall doesn't have the texture it had in the last version I showed. Don't worry, it'll be back.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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