FAangband - 64 x 64 graphics

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  • Shockbolt
    Knight
    • Jan 2011
    • 635

    #16
    Originally posted by Magnate
    Of course - but since you're the guy who gets to choose how your tiles are organised in folders, I just wanted to make sure you didn't end up with something we couldn't use!
    Ok, so how about this setup then:

    Main folders:

    Shockbolt_64/
    Shockbolt_32/

    Then the subfolders would be the same for both:

    Objects/
    potion_
    weapon_
    armor_
    helmet_
    shield_
    food_
    drink_
    lightsource_
    scroll_
    ring_
    amulet_
    cloak_


    Terrain/
    wall_top_
    wall_bottom_
    wall_vertical_
    floor_
    door_vertical_
    door_horizontal_
    stair_up_
    stair_down_
    shop_door_

    Shops/
    Graphics for the various shops on lvl 0


    Spells/
    bolt_
    bolt_lightning_dir1_ (directional bolt that travels from 9 to 1)
    bolt_lightning_dir9_ (directional bolt that travels from 1 to 9)
    ball_
    ball_mana_1_


    Traps/
    spell_
    acid_
    physical_
    physical_pit_


    UI/
    files for future UI graphics


    Monsters/
    dragon_
    humanoid_
    spiderkin_
    undead_
    unique_

    Player/
    dunadan_male_fighter_
    elf_female_mage_

    Misc/
    If anything


    I have not included everything, on purpose, but these examples would be something to improve upon.
    Last edited by Shockbolt; November 4, 2011, 12:14.
    http://www.rpgartkits.com/
    Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #17
      Looking at object_base.txt:
      Originally posted by Shockbolt
      Objects/
      potion_
      weapon_ -- this needs to be sword, hafted, polearm
      armor_ -- this needs to be hard_armor, soft_armor
      helmet_ -- helm
      shield_
      food_
      drink_ -- this needs to be food also (drinks are not separate)
      lightsource_ -- light
      scroll_
      ring_
      amulet_
      cloak_
      Looking at terrain.txt:
      Terrain/
      Shops/
      Graphics for the various shops on lvl 0 -- General_Store_ etc.

      Traps/
      spell_ -- strange_rune or discolored_spot
      acid_ -- gas_X (several types of each)
      physical_ -- dart_X (ditto)
      physical_pit_ -- just pit
      Looking at monster_base.txt:
      Monsters/
      dragon_
      humanoid_
      spiderkin_ -- spider
      undead_ -- ghost_, lich_, skeleton_, vampire_, wraith_, zombie_
      unique_
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Shockbolt
        Knight
        • Jan 2011
        • 635

        #18
        kk...I'll leave the rest up to you guys and keep pumping out tiles here myself
        http://www.rpgartkits.com/
        Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          Buzzkill: index numbers are bad because they mean reordering the list is a major pain. For example, monster.txt is mostly in order of increasing monster level, with townspeople at the beginning and Morgoth...not quite at the end, because new monsters got added and rather than reorder the entire list so they'd be at the right place, they were just tacked onto the end where there was room for them.

          It's like how BASIC's enforced code line numbers were bad; any time you want to insert something into the middle, you have to push everything else down.

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9647

            #20
            I have started a list of the distinct tiles needed for FAangband (and Beleriand) here.

            There are a few relevant comments about FA which may affect tile drawing:
            1. Traps and runes are not terrain, but exist 'on top of' terrain.
            2. The races are quite different from Vanilla (although a lot of them are elves...)
            3. There are a number of monster races which come in player race varieties; so, for example, you can have Dwarf Hardened Warrior, Green Elf Hardened Warrior, etc. Moreover, these use the same monster number and (currently) tile; the race is kind of an add-on.


            I think number 3 is trickiest to deal with - as a mainly ASCII player, I haven't really let it concern me much...
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

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