Your tileset shows beautifully in Windows (with default 8X13.FON).
But there's a problem of displaying on N900 (maemo 5). I am playing Dawnmist's SDL build of v3.1.2. The original tilesets are fine.
On N900's display 9X15B is the best. ried other font sizes, with/without bigtiles. Same picture.
Sorry, that's my fault. I only included the pref files for Windows and Mac, so the SDL-specific file is still loading the pref files for the 'new' (Adam Bolt) tiles instead of the replacement set.
I've attached updated pref files for the other systems as a zip. Sticking graf-sdl.prf into the lib/pref directory should hopefully get it working on your system. (Or just open the existing graf-sdl.prf file with a text editor and change the line that says "%:graf-new.prf" to "%:graf-nmd.prf".)
Your tileset shows beautifully in Windows (with default 8X13.FON).
But there's a problem of displaying on N900 (maemo 5). I am playing Dawnmist's SDL build of v3.1.2. The original tilesets are fine.
On N900's display 9X15B is the best. ried other font sizes, with/without bigtiles. Same picture.
Attached Files
Last edited by rogueliker; November 19, 2010, 13:50.
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Only minor tweaks to the graphics, but probably worth grabbing anyway because it fixes an error in the pref files.
Other changes:
- lighter floor tiles, distinction between lit and torchlit squares
- new graphic for staves
- some new amulet flavour images
- licence info now included in readme.txt
You could leave lit/visible floors black and make unexplored/unseen floors shades of gray. That way you preserve the current look and color contrast but the player sees where he can't see yet.
I did have a go at doing it that way, but it turns out the designated darkness/unexplored tiles get reused in various places (backdrops for wielded items and entries in the knowledge menus, padding to the right of the town where it doesn't quite fill the full screen area) so they really need to stay black or you get some odd effects.
I've been trying out a slightly lighter brown with a grid pattern for lit rooms and solid colour for torchlight, which seems like at least a marginal improvement:
You could leave lit/visible floors black and make unexplored/unseen floors shades of gray. That way you preserve the current look and color contrast but the player sees where he can't see yet.
It's hard to tell what areas are lit and what are not. I kind of like the graphics style (light walls, dark floor) but it is important to be able to tell whether a room is empty or is dark.
Yeah, the floor and wall colours are definitely something I want to fiddle with some more. The trouble with using the ASCII colours for monsters and items is that they really display best on a black background, so it's tough to find a background that will work with all of them and still stand out from the surrounding darkness. I didn't bother implementing the object mask properly until I'd finished drawing all the graphics, so now that's in place it should be much easier to switch new backgrounds in and out quickly. I'll see if it's workable to put some sort of pattern or border on the floor tiles to make them more distinct.
It's hard to tell what areas are lit and what are not. I kind of like the graphics style (light walls, dark floor) but it is important to be able to tell whether a room is empty or is dark.
According to Debian (who IIRC are the most stringent) the Share-Alike variant is definitely OK - it has an extra condition about redistribution, if I'm reading it correctly.
It's absolutely my intention for the tiles to be free for modification/extension/inclusion at will, yep. I guess I should look into some sort of official licence statement to stick in the zip file to say so, but certainly, I'm planning on releasing the graphics for anybody to make any use of.
You don't mention anything about whether you have issued them under some sort of licence. If you want to make them as easy as possible to use, I would recommend licencing so that
They can be added to and rereleased by others (this allows for future monster expansion and use by variants) and
They are compatible with the GPL.
I believe that one of the Creative Commons licences does this, but can't recall the details.
Sorry to go on about mundane stuff, but in my experience it's easiest to get that sorted first.
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