FAangband - 64 x 64 graphics

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  • Shockbolt
    Knight
    • Jan 2011
    • 635

    FAangband - 64 x 64 graphics

    The long intro text can be read here: http://angband.oook.cz/forum/showpos...29&postcount=1

    The short intro text is as follows: Assuming FAangband is a non-profit game, the following tiles posted in here can be used freely within FAangband and other Angband variants as long as they continue to stay non-profit versions.

    The tiles painted for FAangband is likely to be added into the tilesheet being constructed for Angband V these days.

    Should FAangband want to go commercial, a non-exclusive license will have to be acquired in order to continue using the tiles. I'm not doing this to be an ass, I do it simply because I think it is "unfair" to have my tileset used for free if you aim to make money from your game.
    http://www.rpgartkits.com/
    Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #2
    Brilliant, thanks - I'll put together a list of the extras needed some time soon.

    As far as the licence goes, FAangband will become a paying game over my lifeless corpse.

    I assume you're also OK with the tiles being used for my fork of FA, Beleriand? That may also add a little terrain, but it will probably also be largely a subset of what is needed for NPP.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Can anyone else see this turning into shocklib, the tiles library for angband and its variants?
      "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

        #4
        Originally posted by Magnate
        Can anyone else see this turning into shocklib, the tiles library for angband and its variants?
        Single tile library, arranged in folders and subfolders?
        http://www.rpgartkits.com/
        Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

        Comment

        • andrewdoull
          Unangband maintainer
          • Apr 2007
          • 872

          #5
          Originally posted by Nick
          As far as the licence goes, FAangband will become a paying game over my lifeless corpse.
          It's worth pointing out that Nick lives within half a days drive of me, and there's a lot of desert around to hide bodies in...
          The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
          In UnAngband, the level dives you.
          ASCII Dreams: http://roguelikedeveloper.blogspot.com
          Unangband: http://unangband.blogspot.com

          Comment

          • nppangband
            NPPAngband Maintainer
            • Dec 2008
            • 926

            #6
            Originally posted by Shockbolt
            Single tile library, arranged in folders and subfolders?
            That sounds great. It would make it much easier to add new tiles rather than the current system. I would code it if I knew how. Maybe this question should go on the development folder, but what changes would have to happen to that each tile was it's own file?
            NPPAngband current home page: http://nppangband.bitshepherd.net/
            Source code repository:
            https://github.com/nppangband/NPPAngband_QT
            Downloads:
            https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

            Comment

            • Zyphyr
              Adept
              • Jan 2008
              • 135

              #7
              I haven't actually looked at the code, but I imagine each in a seperate file would result in simpler code - no need to break down the images internally. On the other hand, it would increase both memory and HD storage space due to each tile/file having its own overhead. That is presumably why the current system was implemented in the first place.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by Zyphyr
                I haven't actually looked at the code, but I imagine each in a seperate file would result in simpler code - no need to break down the images internally. On the other hand, it would increase both memory and HD storage space due to each tile/file having its own overhead. That is presumably why the current system was implemented in the first place.
                Yes, but all those years ago both RAM and HD space were a whole lot tighter bottlenecks than they are now.

                I've been thinking about this quite a bit - I think we need to stay clear of using any kind of index numbers. To specify exactly what each tile represents, we should use a system like

                size-word1-word2.png

                For monsters, word1 is taken from monster_base.txt, and word2 is the monster name from monster.txt

                For objects, word1 is taken from object_base.txt, and word2 is either an sval (from object.txt) or an artifact name (from artifact.txt) or a flavour (from flavour.txt).

                We probably also need a word1 "meta" for tiles which are neither objects nor monsters, e.g.

                32x32-meta-pile.png
                32x32-meta-unknown_object.png
                32x32-meta-trap_border.png

                etc. I guess we'll need to turn spaces in names into underscores, and dispense with the single quotes in artifact names.

                This way anyone can contribute a single tile by calling it

                32x32-sword-dagger.png
                64x64-dragon-baby_green.png

                or whatever.

                It will certainly take up a lot more disk space, but it should be considerably more flexible for adding and changing individual tiles.

                Thoughts?
                "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

                  #9
                  object_food_beef_jerky_1.png

                  object_food_ration_1.png

                  object_artifact_phial_of_galadriel_1.png

                  trap_spell_rune_of_teleportation_1.png

                  terrain_wall_dungeon_lower_1.png (bottom of the 2.5D wall)

                  terrain_wall_dungeon_top_1.png (top of the 2.5D wall, the part that would render partially ontop of player/npc/any object that was standing to the north)

                  terrain_floor_dungeon_1.png

                  weapon_sword_falchion_1.png

                  dragon_ancient_multi_colored_1.png

                  spiderkin_unique_ungoliant_1.png

                  spiderkin_spider_mirkwood_spider_1.png

                  Then either have the code downsize the graphics from 64x64 to 32x32 or smaller, or stick 64_ or 32_ to either the beginning of the file or the end of the file. Obviously, having the code downsize the graphics from 64 to smalles would mean a smaller .zip to download for the players.

                  As you see, I've ended each file with _1 , incase I go mental and decide that I want to make many versions of the same tile. This would be somewhat fun, as you could then call for the image of a broken sword, a rusty sword, a new sword, a sword that has flames running up it's blade, a sword with dripping poison etc.
                  http://www.rpgartkits.com/
                  Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #10
                    Originally posted by Magnate
                    I think we need to stay clear of using any kind of index numbers.
                    Why? Doesn't everywhere else else use index numbers?
                    Without much thought put into it, something like this...each tile size gets it's own folder, each tile type gets it's own sub-folder, each tile is named by index number plus descriptive name (just for ease of editing, doesn't need to be exact).

                    Thus 32x32/monsters/001-Filthy_Street_Urchin.png and 32x32/monsters/001-FSUrchin.png and 32x32/monsters/001.png would access the same tile.

                    Admittedly, I've no idea of the advantages/disadvantages of multiple folders, long file names, etc... anything really.
                    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                    My banding life on Buzzkill's ladder.

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #11
                      Originally posted by Shockbolt
                      object_food_beef_jerky_1.png

                      object_food_ration_1.png

                      object_artifact_phial_of_galadriel_1.png

                      trap_spell_rune_of_teleportation_1.png

                      terrain_wall_dungeon_lower_1.png (bottom of the 2.5D wall)

                      terrain_wall_dungeon_top_1.png (top of the 2.5D wall, the part that would render partially ontop of player/npc/any object that was standing to the north)

                      terrain_floor_dungeon_1.png

                      weapon_sword_falchion_1.png

                      dragon_ancient_multi_colored_1.png

                      spiderkin_unique_ungoliant_1.png

                      spiderkin_spider_mirkwood_spider_1.png

                      Then either have the code downsize the graphics from 64x64 to 32x32 or smaller, or stick 64_ or 32_ to either the beginning of the file or the end of the file. Obviously, having the code downsize the graphics from 64 to smalles would mean a smaller .zip to download for the players.

                      As you see, I've ended each file with _1 , incase I go mental and decide that I want to make many versions of the same tile. This would be somewhat fun, as you could then call for the image of a broken sword, a rusty sword, a new sword, a sword that has flames running up it's blade, a sword with dripping poison etc.
                      No problems with the extra versions, that's fine.

                      Your names don't follow a clear hierarchy though. Some start with a tile category - object, trap, terrain - others start with monster type. In order to code the recognition/loading of tiles properly, the name has to break down into elements:

                      category_basename_name_number.png

                      or something. Buzzkill is right that we could use subfolders instead of long names:

                      lib/xtra/graf/64x64/objects/

                      with similar folders for monsters/ terrain/ artifacts/ misc/ etc.

                      But we do need to separate different-sized tiles into different-sized folders. The game supports multiple tile sets, and the code needs to know what size it's loading (regardless of whether it then shrinks or stretches the tiles).

                      @buzzkill: IIUC takkaria has long wanted to move to indexless edit files, so that they can be edited without breaking savefiles and without requiring any concomitant changes. If we use index numbers in tile names, they need changing every time they change in object.txt. I can't see any advantage in using them.
                      "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

                        #12
                        I was not providing the "final" solution, merely adding fuel to the discussion-fire

                        removing:

                        terrain_
                        object_
                        monster_
                        weapon_
                        spell_
                        trap_
                        misc_
                        etc_

                        and instead just use the appropriate subfolders would work also. My only wish is that they/the tiles/the files should be easy to recognize and easy to alter/replace for non-programmers.
                        Last edited by Shockbolt; November 4, 2011, 11:53.
                        http://www.rpgartkits.com/
                        Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by Shockbolt
                          I was not providing the "final" solution, merely adding fuel to the discussion-fire

                          removing:

                          terrain_
                          object_
                          monster_
                          weapon_
                          spell_
                          trap_
                          misc_
                          etc_

                          and instead just use the appropriate subfolders would work also.
                          Note that "weapon" and "object" are overlapping types. Categories must be MECE: mutually exclusive and collectively exhaustive - i.e. every tile belongs in one and only one category.

                          Since all objects are in one edit file (object.txt), there's no point in having separate tile folders/types for weapons, armour, devices, scrolls etc. But OTOH it doesn't particularly hurt if you want to, as long as the folder/type names are as set out in object_base.txt
                          "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

                            #14
                            Originally posted by Magnate
                            Note that "weapon" and "object" are overlapping types. Categories must be MECE: mutually exclusive and collectively exhaustive - i.e. every tile belongs in one and only one category.

                            Since all objects are in one edit file (object.txt), there's no point in having separate tile folders/types for weapons, armour, devices, scrolls etc. But OTOH it doesn't particularly hurt if you want to, as long as the folder/type names are as set out in object_base.txt

                            Yes, but you got my point didn't you. What I forgot to type was object_ infront of weapon_ , then again as I wrote earlier, I was not providing a final solution.
                            http://www.rpgartkits.com/
                            Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #15
                              Originally posted by Shockbolt
                              Yes, but you got my point didn't you. What I forgot to type was object_ infront of weapon_ , then again as I wrote earlier, I was not providing a final solution.
                              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!
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

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