Angband 64 x 64 pixel tileset

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  • Zireael
    replied
    Originally posted by Shockbolt
    Using single images instead of a huge tilesheet is also something I'd prefer myself, that way you wouldn't worry about running out of space or worry about coordinates as mentioned above here.
    That's what ToME does, and something that would make Vanilla Angband (as opposed to QT port) tiling much easier. Or editing V's tiles :P

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  • Shockbolt
    replied
    Started working on some tiles for outdoor terrains, some of these will be based on my Castles & siege engines addon art kit (www.rpgartkits.com):

    With a 64x64 pixel grid added(the round towers are not properly aligned to the grid here):


    Normal(the round towers are not properly aligned to the grid here):

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  • buzzkill
    replied
    Originally posted by nppangband
    Or having three different shades of lighted tile terrain. The shadow and other lighted effects are handled with a couple lines of code.
    Nice. Also allows for nearly infinite shading possibilities? Maybe even changing the hue? Bring a bit of Brogue flicker and such to NPP .

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  • Shockbolt
    replied
    Using single images instead of a huge tilesheet is also something I'd prefer myself, that way you wouldn't worry about running out of space or worry about coordinates as mentioned above here.

    Leave a comment:


  • nppangband
    replied
    Originally posted by Shockbolt
    Trouble is making any type of software to recognize what is what and group stuff together, in the process making up free space near each group for future additions. I guess you could stuff every item in a file, every monster in a file and then place those out onto a tilesheet manually with some empty space between the groups.
    The NPP QT port has one .png file for each item. No more tilemaps. They are in a zip file.

    It works quite nicely. No more worrying about tile coordinates. Or having three different shades of lighted tile terrain. The shadow and other lighted effects are handled with a couple lines of code.

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  • nppangband
    replied
    Originally posted by Shockbolt
    I don't see how you'd be able to get a seemless tileset with only 4 tiles.
    One tile completely full of lava + the other three types of "edge" tiles, each of which can be rotated to represent the 4 directions. This makes 13 different possible tiles.

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  • Derakon
    replied
    Originally posted by Shockbolt
    Trouble is making any type of software to recognize what is what and group stuff together, in the process making up free space near each group for future additions. I guess you could stuff every item in a file, every monster in a file and then place those out onto a tilesheet manually with some empty space between the groups.
    For traditional game dev there are tools where you hand them a bunch of files and the tool will compile the lot of them together into an efficient packing within a single file, and tell you the offsets of each "sub-image" within the file. This isn't the kind of thing you should be trying to do by hand.

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  • Shockbolt
    replied
    Trouble is making any type of software to recognize what is what and group stuff together, in the process making up free space near each group for future additions. I guess you could stuff every item in a file, every monster in a file and then place those out onto a tilesheet manually with some empty space between the groups.

    Leave a comment:


  • AnonymousHero
    replied
    Originally posted by Shockbolt
    The majority of the tiles and tokens I've made are currently included in the tilesheet downloaded with Angband. I'm also working on creating a "clean" tilesheet that only contain "Shockbolt" artwork.

    Up until now, I've found it to be easier editing images when they are stored as separate images instead of in a large tilesheet, besides back when I worked on art for ToME, separate images for everything was the way to go.
    Have you looked into any of the "spriting" tools for web development? It seems like they should be able to combine all of your individual images into a single image with a simple command.

    Leave a comment:


  • Shockbolt
    replied
    Originally posted by Dean Anderson
    Speaking of which...

    I'm probably missing something obvious, but is the entire tileset (in 64x64) available anywhere? This thread contains lots of pictures with individual tiles or groups of tiles, but if there are any links to a big honking tilesheet then I've missed them.

    I'd love to use them in Cthangband.
    The majority of the tiles and tokens I've made are currently included in the tilesheet downloaded with Angband. I'm also working on creating a "clean" tilesheet that only contain "Shockbolt" artwork.

    Up until now, I've found it to be easier editing images when they are stored as separate images instead of in a large tilesheet, besides back when I worked on art for ToME, separate images for everything was the way to go.

    Leave a comment:


  • Shockbolt
    replied
    Originally posted by nppangband
    Looks great. Actually, with the ability to rotate the tiles, you would only need 4 of them
    I don't see how you'd be able to get a seemless tileset with only 4 tiles.

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  • Derakon
    replied
    Originally posted by nppangband
    Looks great. Actually, with the ability to rotate the tiles, you would only need 4 of them
    Depends on if you want to do shadows, other directional lighting effects, or any kind of perspective work.

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  • nppangband
    replied
    Originally posted by Shockbolt

    Rough example, the 13 tiles used are seen to the top right, grid added here to easily spot how the tiles are connected:
    Looks great. Actually, with the ability to rotate the tiles, you would only need 4 of them

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  • Nick
    replied
    Originally posted by Shockbolt
    Now we need the 13 tiles tileset for the new version Nick
    Yeah...

    We currently don't have the logic to pick the right one. In fact calling the code that handles big tiles "logic" is high praise - it's a hack by me of a hack by Andrew Doull of the original hackish double width tile code, mercifully cleaned up by some people who knew what they were doing.

    At this point, unless someone comes up with a magical patch, I don't think we'd be hoping to get it in to 4.0. Well not 4.0.0, anyway. And I'm not promising anything.

    They really are very pretty though

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  • Shockbolt
    replied
    Originally posted by Ingwe Ingweron
    I've been playing in ASCII mode for so long now, but these tiles are so beautiful! I think I have to change and start using them, once the restructure is done and they work for Angband 4.0.
    Now we need the 13 tiles tileset for the new version Nick

    Leave a comment:

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