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:
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.
@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:
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'
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!
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.
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?
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:
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