Primary tabs

Comments by User

Tuesday, January 7, 2020 - 16:09

@rubberduck It's mostly a matter of preference, but there are some technical reasons as to why you might want to keep them split:

  • The sdl_hardware render backend loads images as GPU textures. Depending on the GPU, there can be limits for how large the dimensions of these textures can be.
  • While Flare is single-threaded, I've considered introducing threads for asset loading. This could mean an improvement in load times when using multiple smaller tile sheets over a monolitic tile sheet.
Friday, December 20, 2019 - 18:58

@reefcrazed Yes, we already have crates, barrels, and treasure chests in the other tilesets. They can simply be brought over to this one as they already match quite well.

Friday, December 20, 2019 - 18:52

@reefcrazed There are no immediate plans to move to 128x64 tiles.

@m7600 Here are some ideas:

  • Counters, roughly the same height as the tables. These would basically be half-height "walls". Would be nice for shops/inns.
  • Small objects like bottles, loose books, lamps, etc. to sit on tables (and counters). Lots of variety possible here.
  • I noticed there are some lifted floor boards. Maybe expand on this to create some "pits" for buildings in disrepair.
Friday, December 20, 2019 - 18:20

@reefcrazed The tileset looks fine to me. I opened it in GIMP and set a 64x128 grid to make sure. None of the tiles appear to be bleeding over.

Wednesday, December 18, 2019 - 14:58

That looks great! Just what I had in mind.

Tuesday, December 17, 2019 - 20:28

The windows can (and probably should) be opaque, just like they are from the outside. The combination of our game's resolution and the "hatching" over the window itself, it wouldn't really be possible to see much detail through them anyway.

Tuesday, December 17, 2019 - 13:53

Yes. I like the idea of not having every NPC in the game be standing outside. Especially if we want proper "town" environments.

Two things I just though of to add are some windows, and more importantly, doors. It would be even better if they were styled to somewhat match the building exteriors seen here: https://opengameart.org/sites/default/files/forum-attachments/teaser.jpg

Tuesday, December 17, 2019 - 13:35

Well, the lighting we use makes the shadow fall mostly behind the object, plus a little to the right (observe the player's shadow). With the size and shape of the tables, this shouldn't make the tile size grow too much. I rather have correct lighting, even if it means some objects are 1-2 tiles bigger.

Tuesday, December 17, 2019 - 13:17

I see that none of the shadows actually match the player's shadow in terms of where the light source is coming from. I recommend copying the lamps from something like "flare-game/art_src/tilesets/dungeon/dungeon_doors.blend".

I agree about the bookcases. Reducing them to about half of their current height seems sensible.

Monday, December 16, 2019 - 15:10

This is looking great! But if you don't mind, I have a few criticisms:

  • The chairs aren't casting shadows. Perhaps you forgot to add the "invisible" shadow plane in Blender.
  • The bookcases and the top part of the walls seem to have some issues with texture alignment.
  • Blender's "wood" material looks a little funny to me for the table tops. I think a proper texture of straight wood boards might be more suitable.

Pages