Angband 64 x 64 pixel tileset

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  • Ingwe Ingweron
    replied
    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.

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  • Shockbolt
    replied
    Using 13 tiles to create bodies of lava, instead of using a single tile that has either floor edges with a lava pool in the middle, or no edges at all:

    Rough example, the 13 tiles used are seen to the top right, grid added here to easily spot how the tiles are connected:



    Looking like this in game:



    This could be used for many types of terrain such as dirt, rubble, water, acid, worms, mold, moss etc
    Last edited by Shockbolt; April 27, 2015, 15:49.

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  • Nick
    replied
    Originally posted by Shockbolt
    Would the lava terrain be a single tile type, or come with the possibility to add it in as a 13 piece tileset? (all 9 outer edges, center, 4 inner edges)?
    At this stage I don't think we've worked out how to use anything but single tile for terrain. Is some of your recent batch designed for a 13 piece tileset, and how does that work?

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  • Shockbolt
    replied
    Originally posted by Nick
    There's actually already a tiny bit of new terrain (lava and a new type of rubble) already in 4.0. I intend to keep Angband's current straightforward, uncluttered dungeon style, so there probably won't be a lot of new terrain.

    Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possible
    Would the lava terrain be a single tile type, or come with the possibility to add it in as a 13 piece tileset? (all 9 outer edges, center, 4 inner edges)?

    Leave a comment:


  • Derakon
    replied
    Originally posted by Nick
    That's a really good question. I was assuming that any AI difference between monsters would be based on monster base type, or possibly flags in monster.txt. A couple of first thoughts:
    • In a game like Angband with so many encounters, you need not to make every battle epic, so the aim would be to have differing AI only really matter in close battles.
    • You can already essentially see some AI difference between monsters with and without random movement.
    I don't think the goal is necessarily to make every battle epic as it is to make every battle different. There are plenty of "stupid" AIs that could interact together in interesting ways. You could have e.g. a stationary construct that would fire a powerful elemental blast every 10 turns -- very predictable, no real threat on its own, but if you're being harrassed by other enemies then the added pressure to stay "in cover" away from the construct creates some interesting scenarios.

    I'm not sure how much of this is feasible to implement as edit file flags, though.

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  • Nick
    replied
    Originally posted by buzzkill
    Regarding AI. As I understand it, currently all enemies use pretty much an identical AI routine (cast spell or advance or attack, then flee or die). Any chance that (after the restructure) one might lay the groundwork for individual monster AI, stored in an external, user editable file. In this way monsters could truly behave differently, rather than just having different stats and abilities.
    That's a really good question. I was assuming that any AI difference between monsters would be based on monster base type, or possibly flags in monster.txt. A couple of first thoughts:
    • In a game like Angband with so many encounters, you need not to make every battle epic, so the aim would be to have differing AI only really matter in close battles.
    • You can already essentially see some AI difference between monsters with and without random movement.


    The idea of an edit file specifically controlling AI fits very well with the general theme of pushing stuff out to edit files, too. Now you've distracted me...

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  • buzzkill
    replied
    Originally posted by Nick
    This is a very rough and incomplete working plan from our devteam meeting last October:
    Regarding AI. As I understand it, currently all enemies use pretty much an identical AI routine (cast spell or advance or attack, then flee or die). Any chance that (after the restructure) one might lay the groundwork for individual monster AI, stored in an external, user editable file. In this way monsters could truly behave differently, rather than just having different stats and abilities.

    Leave a comment:


  • fizzix
    replied
    Originally posted by Nick
    This is a very rough and incomplete working plan from our devteam meeting last October:


    There's actually already a tiny bit of new terrain (lava and a new type of rubble) already in 4.0. I intend to keep Angband's current straightforward, uncluttered dungeon style, so there probably won't be a lot of new terrain.

    Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possible
    Most of the terrain that Shockbolt posted is flavor terrain. Theoretically it could go in at 4.0. Unfortunately my one attempt to play around with loading tiles ended in disaster, so I'm wary of trying again.

    Leave a comment:


  • Dean Anderson
    replied
    Originally posted by Shockbolt
    There are free image batch resizers out there, resizing the entire tileset to 32x32 is a breeze
    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.

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  • Nick
    replied
    Originally posted by Shockbolt
    Can you tell me the major new changes to the future new version, or point me to a thread where I can read about it? I'm obviously excited about the game as a whole, but new possibilities graphicswise are of great interest of course
    This is a very rough and incomplete working plan from our devteam meeting last October:
    4.0 - gameplay neutral restruct as discussed
    4.1 - fix traps, rune-based ID, new dungeon gen and maybe some improved monster AI
    4.2 - new terrain, redo monster list and AI fully, possibly new classes/races
    4.3 - combat system and object revamp
    There's actually already a tiny bit of new terrain (lava and a new type of rubble) already in 4.0. I intend to keep Angband's current straightforward, uncluttered dungeon style, so there probably won't be a lot of new terrain.

    Graphically in the future we probably have changes to traps, a bit more new terrain, and likely new monsters and objects. So just about anything is possible

    Leave a comment:


  • Shockbolt
    replied
    Originally posted by Zireael
    I love those pics, if I wasn't doing my own game in 32x32 (to be able to edit some tiles myself), I'd definitely use them
    There are free image batch resizers out there, resizing the entire tileset to 32x32 is a breeze

    Leave a comment:


  • Zireael
    replied
    I love those pics, if I wasn't doing my own game in 32x32 (to be able to edit some tiles myself), I'd definitely use them

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  • Shockbolt
    replied
    Originally posted by MattB
    My god, that's beautiful work.

    Nick, are you watching this?
    Want it NOW!!!!
    (After the restructure, of course).
    Can you tell me the major new changes to the future new version, or point me to a thread where I can read about it? I'm obviously excited about the game as a whole, but new possibilities graphicswise are of great interest of course

    Leave a comment:


  • MattB
    replied
    My god, that's beautiful work.

    Nick, are you watching this?
    Want it NOW!!!!
    (After the restructure, of course).

    Leave a comment:


  • Shockbolt
    replied
    A bunch of new tiles that will be included with the free Angband tileset. Many of these tiles are not supported currently I believe, but they are there for future possible purposes. More to come soon, especially outdoor tiles. The tiles seen here are made from using a portion of my base Fantasy art kit:

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