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Wednesday, May 27, 2020 - 07:45

No specific ideas for containers (that seem to be missing) or for town decorations at the moment.
I do have a recolour of the LPC pot, although you seem to have several of those already, so I don't know how useful it is.

Saturday, May 9, 2020 - 19:06

Ah, I didn't realise that the site uses its own cache. That makes sense.

Saturday, May 9, 2020 - 18:15

Odd. It must have been a cached version I was seeing then, even though I did reload to check that first.

Sunday, May 3, 2020 - 18:37

They're mentioned/shown up thread. The Victorian decorations are alongside the Medieval decorations, which have a release (https://opengameart.org/content/lpc-medieval-village-decorations). The victorian ones do not (nor do the containers that appear in the last post dealing with the food items).

I was wondering if there are any current plans to release those as submissions as well.

Sunday, May 3, 2020 - 14:10

So, I was wondering: what's the status of the Victorian decorations and the food containers?

I was working on my game (read: perusing and downloading OGA artwork) and noticed that these are not included in one of the available downloads (or they're hidden somewhere where I can't find them).

Monday, June 24, 2019 - 12:50

This is the idea. It's just a travelling sinewave (actually, it's a double sinewave that is 32 pixels wide, and then I just made slices every 4 pixels) and the amplitude is a bit too large. Something more subtle should work better. A pure sinewave probably isn't ideal either.

Still, should be good enough to get the idea.

Sunday, June 23, 2019 - 16:39

I think the last one is my favorite yet. The one before looks very violent.

I think it'll still look good if the water along the shore were to move in such a way that the surface area of the tile is constant. In animation terms, it'd be like a wave passing through the tile from left to right (say). That makes the shoreline less static. Probably only needs a few pixels.

Sunday, June 23, 2019 - 06:24

It's tricky. I use a version of ZaPaper's water, but I subtracted the background so I'm left with a transparent water layer that I can put over my own backgrounds.

What makes it tricky is that waves in a pond and waves in flowing water don't look the same in reality. In a pool of water, the water is mostly static, with the waves just causing a sparkle in the water. These sparkles are also more-or-less static, but they "blink". Flowing water has the same, but now the sparkles also move. To convey depth, the water becomes more or less transparent, with shallow water showing the bottom quite clearly and very deep water not showing the bottom at all. This is the sort of thing I would want to handle using code in my engine rather than depending on the artwork directly. It also allows for nifty things like fish that move in the water, or sunken treasure chests that must be recovered.

I suspect the "correct" way to do this is to have an animated texture that is blended over water tiles and gets moved around in the direction of the water flow. You then use something like a stencil buffer to blend in the water texture where it's needed. Of course, you can then go and do that, and capture the result for an animated tileset.

What I personally don't like about the "slushing" water as seen in your "lpc_nile" example is that it doesn't preserve the amount of water: as the water extends, it must come from somewhere else, and when it recedes it also goes somewhere else. So it shouldn't expand and contract in the way it does, but there needs to be a time lag so that the total surface area of the water is conserved. That's of course a nightmare to get right (unless you can manage to do it per tile, in which case it becomes trivial).

Friday, June 14, 2019 - 16:46

Numbers 3 are for creating diagonal ramps that let you scale the cliff. Personally I'm not overly fond of these, but I don't have any alternative suggestions for what to replace them with to get the same functionality. 

Friday, June 14, 2019 - 16:41

I haven't written up any devlogs, no. I thought about starting something like that up, but couldn't find an immediately obvious venue for it. I also considered that if I have time to do something on the game, I would rather spend it on the game itself rather than writing about it. Sharing stuff is fun though, so I keep half making up my mind to write about it anyway, then postpone it. I do have extensive notes on everything though, so I could easily start something up.

The dungeon generator I have now also borrows from roguelike generators, as well as the various entries on https://bytten-studio.com/devlog//tags/#lennasinception-ref. The problem is, it doesn't have the right feel for what I want (which is Zelda-like). Treasure and item placement on the map is just too predictable. Anyway, playing around with different algorithms and seeing what comes out of it is half the fun of procedural content generation anyway. :)

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