Shockbolt tileset

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  • Shockbolt
    Knight
    • Jan 2011
    • 635

    #16
    I understood that half-elves were to be dropped from Angband when I made the tileset, so I didn't spend time on painting them. Instead, use either the elf or the human tiles, the only difference would be pointy ears or not. Besides that, all spell effects should be there.
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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #17
      Originally posted by Shockbolt
      I understood that half-elves were to be dropped from Angband when I made the tileset, so I didn't spend time on painting them. Instead, use either the elf or the human tiles, the only difference would be pointy ears or not. Besides that, all spell effects should be there.
      The missing spell effects are likely to be incorrect mappings rather than absent tiles, surely? PowerWyrm - which effects were you thinking of?

      Shockbolt is right that the plan was (and still is) to remove half-elves. This hasn't been mooted for 3.4, because the idea was to try more ambitious race changes in v4 first. Mapping to the Elf tiles sounds fine to me - after all, you don't play both in the same game.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #18
        I agree that mapping to elves is fine.

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        • PowerWyrm
          Prophet
          • Apr 2008
          • 2987

          #19
          Looking at Tolkien's work, half elves only exist theoretically. Take for example Elrond and Elros. They were given the choice of rejoining either humans or elves, so Elrond can be considered as a full elf and Elros as a human. Then removing half elves sounds logical...

          Concerning spell effects, every spell not mapped in the prf file is using the default mapping (0x81:0x80-3) which uses the old tiles. Same for light (0x81:0x9C-F), dark/nether (0x81:0xC7), water (0x81:0xBE + 0x81:0x94-7), plasma (0x81:0xC4 + 0x81:0xA8-B), cold (0x81:0xBF), shards (0x81:0xA8-B).
          PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

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