Angband 64 x 64 pixel tileset

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  • Shockbolt
    replied
    Originally posted by sethos
    on the 2.5 D tiles, the doors are not easily spotted, It would make some sense to NOT show the bricks above the doors, at least for ease of viewing.
    otherwise, very nice.

    *ahem*
    I was a tad hasty when I put out that last example there...
    In this cropped portion of the new graphical UI example, posted in another thread here, you see the most recent version of the dungeon doors:

    Last edited by Shockbolt; April 15, 2014, 20:08.

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  • sethos
    replied
    on the 2.5 D tiles, the doors are not easily spotted, It would make some sense to NOT show the bricks above the doors, at least for ease of viewing.
    otherwise, very nice.

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  • Shockbolt
    replied
    @fizzix: Yes...might have to adjust some of the tile sizes...but in the end they can't all be 100% size relative.

    @buzzkill: me neither, but they are a test only, for a top-down view dungeon.

    @old coach: not sure I got you 100%, but these tiles are luckily just a test

    @sethos: I agree with you there, spotting right away what is what will save you some time instead of throwing a keyboard command combo now and then, such as seeing if the door is open/closed/broken as an example.

    I will make a complete and polished dungeon tileset the way the dungeon graphics are being handled today in Angband(A better version than seen in the examples, but it's also nice to be able to discuss the various options with you guys, after all, hopefully I won't be the only one using the Shockbolt 32x32/64x64 tileset when it's complete

    Here is the same dungeon, only using the 2.5D tileset:

    Last edited by Shockbolt; April 15, 2014, 20:08.

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  • sethos
    replied
    personally, I like the door tiles - Not that it's very important late game, but initially, knowing at a glance what KIND of door it is could save your bacon.
    That is, if you're too lazy to check with 'l'

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  • Old Coach
    replied
    I think the stairs, particularly the down stairs, don't show enough depth. The stair that is on the current level should be as wide as the opening. Then the stairs should get gradually narrower as you descend.
    It is also a bit odd to look down at the top of a doorway when all the monsters are facing.
    It says something about the competency and skill of the artist when we are talking about such minutiae. We are getting spoiled by the amazing tiles!

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  • buzzkill
    replied
    I gotta say that (I'm not trying to be a ass but) I'm not lovin' the stairs.

    ... and after further review, the doors either. Maybe I've just got a David Gervais bias I need to come to terms with .

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  • fizzix
    replied
    That mushroom is gigantic!

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  • Shockbolt
    replied
    A simple test of what the flat 2D tile dungeon would look like using the player/item/npc tiles with it:

    64x64 pixels



    32x32 pixels:

    Last edited by Shockbolt; April 15, 2014, 20:08.

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  • Shockbolt
    replied
    Originally posted by awldune
    Artifact tiles? Would the tile change after ID? Is there code to support that? Seems like in many cases you would never see them if you ID after pickup.

    On the other hand, I'm sure they are fun for you to paint

    The 2D terrain tiles look good. What will become of your 2.5D monsters, though?
    I somewhat "dislike" the 2D terrain tiles myself. Then again, there's not much room when a single tile has to be repeatable, so I guess these are ok until later.

    As for the artifacts, you might be correct there. They do have their own descriptions, and that might possibly be linked to new artifact tiles in the future.

    *tested current game and removed some of the text in this post*
    Last edited by Shockbolt; October 12, 2011, 20:17.

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  • awldune
    replied
    Artifact tiles? Would the tile change after ID? Is there code to support that? Seems like in many cases you would never see them if you ID after pickup.

    On the other hand, I'm sure they are fun for you to paint

    The 2D terrain tiles look good. What will become of your 2.5D monsters, though?

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  • Shockbolt
    replied
    And these last few armors complete the set of ordinary objects:




    What's left now:

    -Player tiles
    -Remaining artifact tiles
    -Spell effects
    Last edited by Shockbolt; April 15, 2014, 20:08.

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  • Shockbolt
    replied
    And these are the Angband terrain tiles, created in 3 different light levels. The top row is for the standard 4-directional Angband door currently being used. I've not tested them , so they might be too dark/too bright as is:

    Last edited by Shockbolt; April 15, 2014, 20:07.

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  • Shockbolt
    replied
    Stone rubble and treasure + terrain tiles:

    Last edited by Shockbolt; April 15, 2014, 20:07.

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  • Derakon
    replied
    Those are a lot more memorable than the "red caret, white caret, grey caret" system that ASCII has.

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  • Shockbolt
    replied
    Angband traps and stuff:

    Last edited by Shockbolt; April 15, 2014, 20:07.

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