Angband 64 x 64 pixel tileset

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  • Shockbolt
    replied
    Made a few new "random" tiles this morning, added to the tile sheet found in the first post in this thread. Will be adding more soon, perhaps someone of you will find use for some of them.

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  • Shockbolt
    replied
    Originally posted by Tibarius
    Hello Shockbolt,
    But again, an exceptional excellent piece of artwork from you Shockbolt !
    Thank you!


    Originally posted by Pete Mack
    BTW: Those issues aren't on the gfx icon s. They are am issue with the gfx engine itself.
    You are most likely correct. I do not control how the game is coded, I "just" supply the tile art.


    Originally posted by invisibletroll
    These tiles are great items. But they won't scale well with my gameplay.

    Many tiles are too dark. Norwegians are dark too.

    Tiles won't scale well. Let me explain this in detail.

    I like to see the whole gamemap (without pushing any keys).
    So I scale the thing to my needs (I want to see what's happening around me).
    To do this, I have to scale tiles much smaller. And then Shockbolt become useless.

    Therefore I must use Gervais tiles. DUH!

    I don't necessarily like Gervais but those old tiles look like Bubble Bobble.
    The problem is not in the tiles, but the way you are trying to use them. These are not meant to be scaled down smaller than 32x32, that's why they are created as 64x64 in the first place. Good thing you still have the other tilesets to play around with

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  • invisibletroll
    replied
    These tiles are great items. But they won't scale well with my gameplay.

    Many tiles are too dark. Norwegians are dark too.

    Tiles won't scale well. Let me explain this in detail.

    I like to see the whole gamemap (without pushing any keys).
    So I scale the thing to my needs (I want to see what's happening around me).
    To do this, I have to scale tiles much smaller. And then Shockbolt become useless.

    Therefore I must use Gervais tiles. DUH!

    I don't necessarily like Gervais but those old tiles look like Bubble Bobble.

    Leave a comment:


  • Pete Mack
    replied
    BTW: Those issues aren't on the gfx icon s. They are am issue with the gfx engine itself.

    Leave a comment:


  • Tibarius
    replied
    awesome graphics

    Hello Shockbolt,

    i am used to ASC-II graphics and toyed around with your latest tileset a bit.
    Just AWESOME, your fantasy art graphics and tiles are top professional level,
    and just the best i ever encountered.

    Some things i recognized playing the first steps with graphics as further
    improvement ideas to you and the maintainers / developers:
    (A) The magic missile bolt graphics fly "backwards" if i fire it to the right
    side. There are 'only' 4 bolts of every type instead of the required 8 (one
    per every direction). I guess computing them during game time isn't a
    good idea. Maybe those could be added to the tileset in the future.
    (B) If i play with graphics on and press Shift+M for the overview map,
    the ASC map is displayed. But in graphics mode there is in the option
    menu a graphic map available which is superior to the asc overview in
    my eyes. So 'M' command could check if graphics is turned on, and then
    display the proper map instead of ASC map.
    (C) Scaling your high resolution graphics is only possible in multiplicator
    steps, for example '4x2' or '8x4'. It would be cool if there would be a
    percentage scale factor X and Y wise abailable, which would allow scaling
    in smaller steps than now.
    (D) Enabling 'Nice graphics' option results in about 15 rows displayed on my
    computer screen (1920*1280 resolution). That is even less in Y direction
    than what is 'required' to have all breath / spell monsters 'on screen',
    even if you have already activated 'half spell / breath range' which would
    require 10+1+10 rows = 21. That's why i wondered about a finer scale
    under (C).
    (D) To have maximum Y size of a screen available for the graphics i suggest
    to have the main window only contain the graphics (that would also allow
    to use for example the rectangle 16x16 font for graphics, which is not so
    well suited for displaying text [character & status]. The Character compact
    status is already available for a terminal window. The status line could be
    included into the message terminal window. That would allow to place them
    to the left of the main play window.

    But again, an exceptional excellent piece of artwork from you Shockbolt !

    Leave a comment:


  • DavidMedley
    replied
    Originally posted by eastwind
    in my copy, I substituted the Druid tile 0x84:0x92 since Tamer is a Druid title.
    Thanks for posting this! That Tamer thing always bothered me. I made a couple other nice changes:

    Code:
    # Black Market
    feat:Black Market:*:0x99:0x8a
    
    # Home
    feat:Home:*:0x99:0x89
    I also submitted these three things on GitHub.

    Leave a comment:


  • eastwind
    replied
    In 4.2.0 the tile used for 'tamer' is using the same tile as Metalic Red Centipede. The 91/A4 tile is a red centipede, so tamer is the one that's wrong. I can't figure out what tile tamer is supposed to be (there are so many interesting humanoid tiles). Excerpt from graf-shb.prf:

    monster:Metallic red centipede:0x91:0xA4
    monster:Yellow worm mass:0x91:0x92
    monster:Clear worm mass:0x91:0x93
    monster:Radiation eye:0x90:0x87
    monster:Cave lizard:0x93:0x8E
    monster:Scout:0x84:0x84
    monster:tamer:0x91:0xA4
    monster:Gallant:0x84:0x85

    Edit: in my copy, I substituted the Druid tile 0x84:0x92 since Tamer is a Druid title.
    Last edited by eastwind; December 26, 2019, 04:23.

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  • DavidMedley
    replied
    Gorgeous!

    Love this work. I recently got my sons, ages 12 and 9, into Angband, and we love this set!

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  • eastwind
    replied
    The issue I asked about in question #2 seems to have disappeared, so nvm that.

    In 4.2.0 the icons for the doors for the Home and Black Market aren't correct in graf-shb.prf. They should be:

    # Black Market
    feat:Black Market:*:0x99:0x8A

    # Home
    feat:Home:*:0x99:0x89

    Leave a comment:


  • eastwind
    replied
    Thanks Very Much

    Thanks very much for doing this. I'm playing vanilla with this tileset (I think). I love it, even though my screen is only 1920x1080, I'd rather L and scroll around than have to play my rogue with squinty eyes (lol). I have two questions:

    1. Has it been made to work for any variants other than vanilla?

    2. When I'm using it (on windows 10) the main term-0 window always seems to have a black border on the right about the width of one of the tiles. If I stretch the window or shrink it horizontally, the black border remains and the number of tiles shown is adjusted to compensate. This seems like wasted screen real estate. I've compensated by rearranging my windows so term-0 can stick off the right side of my display, but is there another way?

    Sorry if either of these two have been answered somewhere in the 85 pages of this thread, it was too much to go through for me.

    Leave a comment:


  • Shockbolt
    replied
    More character tiles:

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  • Shockbolt
    replied
    A few more new character tiles.



    I also want to let everybody know that the old trap/rubble tiles will be deleted from the tilesheet in the next update, as they have been copied and relocated elsewhere on the same tilesheet. This in order to make room for other new tiles.

    Leave a comment:


  • Shockbolt
    replied
    Originally posted by Thraalbee
    Hmmm, maybe time to try playing with tiles. I never liked the reduced viewing range before. But my new screen is 32" 4k so that may be less of an issue now.
    I do hope you won't regret it. I sure didn't, once I switched to Adam bolt's tiles and so on

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  • Shockbolt
    replied
    A few new character tokens before getting some sleep:

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  • Nick
    replied
    Cool, I can probably work out the rest - I certainly recognise brain smash

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