How many layers did you try to use? How did it fail? What could be a potential solution to learn from these failed experiments? Failure can eventually lead to success.
Did you save any prototypes / work progress for this kind of ascending mountain path? I have a whole bunch of failed areas I save for documenting and I kind of feel bad if I lose old work so I keep it around if I can. These slopes / ramps / hills and stairs could prove really difficult to master without a bunch of trial and error and I suppose if a break through can be made with the open source Flare tileset; everyone can benefit.
True, although here is an example of taking one creature model and making it go the distance with recolours: https://www.patreon.com/thmod (The goat man clans). In this context one model can be made into ~half a dozen sub varieties decently. This could push the value of new / more animated monsters even further for adding more variety to existing animations and possibly giving more depth to potentially ~'bland' encounters. If say an 'off-colour' creature variety was thrown into the mix as a 'unique' / 'rare' creature; kind of like what Diablo and Path of Exile do to spice up their monster packs. Or say having different biome adapted creature sub varieties with say a 'snow' or 'desert' or a 'jungle' etc. version. Then I suppose it comes down to finding how little of a change is needed in order to make something feel different and or unique?
"I tried to do a multilayer mountain/cliff in my Wyvern clan map but failed totally, Flare is not good for that, so i settled for a semi illusion." -Danimal --------------- May you elaborate?
I succeeded in making multi-layering work for my test maps; but only after crashing head first over and over into brick walls until something had to give. Thankfully it was finding a way to do multi-layering area tile set art in Flare successfully XD.
I might have to try image editing to tint the weapons to get reskins or maybe re-texture the models and run new animation frames? I wonder if there is a bigger difference or if the colour tinting is close in terms of quality but possibly easier to produce? Iterate, iterate, iterate!:-).
Notice the ramp that goes up the 'bluff' / cliff in a switchback manner and does not use stairs but a smooth ascending stone paved road up to supply the castle for hundreds of years?
Now I can't build a proper castle if I can't have a proper way for carts and supply wagons to get up to the castle keep. Stairs don't make sense so I need to find a way to get the cliff faces to make a shallow ramp / triangle cut to create a shallow enough slope to pull supply carts and wagons up. It does not need to be fancy; it just needs to make sense with itself in a world context.
We all like swords and castles but there are lessons they teach when you try to understand how they were demanded, planned, constructed, renovated and operated in a middle ages kind of context. Thus I need to get some slopes, ramps for the hills (and hopefully more than just stairs) to build a proper castle / large settlement atop of a hill, cliff, bluff and or mountain.
Hmmn, I need to find a solution with the cliffs; maybe a shallow angled 'triangle' cut on mirrored in both directions to give an illusion of a slope at least a switchback slope to ascend a cliff face.
I might have to build this tileset feature of hills, slopes, ramps and probably stairs myself if I can't find help nor community interest.
I hope so. I am planning on building a castle on a small; 'bluff' / raised hill and I figure that I could use somekind of stairs to climb the two elevated levels; one for the outer ridge for the walls, and a second one for inner ridge for the ward and keep.
I worked with RPG Maker MV (and older from RPG Makers possibly 95 / 2k / 2003 / XP+) and the base versions of those game engines don't support avatar / tile height values but they do an illusion like with the Legend of Zelda 1986 dungeons with their item basement levels ( https://www.zeldadungeon.net/the-legend-of-zelda-walkthrough/level-1-the... bow room). As where the tiles give an illusion of height but in reality it is an optical illusion. I think something like this can be achieved in the Flare engine if there existed the graphical tiles to support such a hill, slope, ramp and stairs ~'optical illusion'. More testing is needed; iterate, iterate, iterate.
Bingo, Bango: Ramps!
https://www.deviantart.com/withinamnesia/art/Working-Ramps-Success-90071...
How many layers did you try to use? How did it fail? What could be a potential solution to learn from these failed experiments? Failure can eventually lead to success.
Did you save any prototypes / work progress for this kind of ascending mountain path? I have a whole bunch of failed areas I save for documenting and I kind of feel bad if I lose old work so I keep it around if I can. These slopes / ramps / hills and stairs could prove really difficult to master without a bunch of trial and error and I suppose if a break through can be made with the open source Flare tileset; everyone can benefit.
True, although here is an example of taking one creature model and making it go the distance with recolours: https://www.patreon.com/thmod (The goat man clans). In this context one model can be made into ~half a dozen sub varieties decently. This could push the value of new / more animated monsters even further for adding more variety to existing animations and possibly giving more depth to potentially ~'bland' encounters. If say an 'off-colour' creature variety was thrown into the mix as a 'unique' / 'rare' creature; kind of like what Diablo and Path of Exile do to spice up their monster packs. Or say having different biome adapted creature sub varieties with say a 'snow' or 'desert' or a 'jungle' etc. version. Then I suppose it comes down to finding how little of a change is needed in order to make something feel different and or unique?
Has anyone tested recolours / colour palette swaps and or colour tints for animation sprites like with Diablo I @ II style?
"I tried to do a multilayer mountain/cliff in my Wyvern clan map but failed totally, Flare is not good for that, so i settled for a semi illusion." -Danimal
---------------
May you elaborate?
I succeeded in making multi-layering work for my test maps; but only after crashing head first over and over into brick walls until something had to give. Thankfully it was finding a way to do multi-layering area tile set art in Flare successfully XD.
https://www.deviantart.com/withinamnesia/art/How-To-Multi-layer-Flare-Ti... Look carefully at this area map's construction in Tiled.exe.
I might have to try image editing to tint the weapons to get reskins or maybe re-texture the models and run new animation frames? I wonder if there is a bigger difference or if the colour tinting is close in terms of quality but possibly easier to produce? Iterate, iterate, iterate!:-).
You see this is the entrance to the Lindisfarne Castle a 16th-century castle located on Holy Island, near Berwick-upon-Tweed, Northumberland, England https://en.wikipedia.org/wiki/Lindisfarne_Castle Located in the reaving lands between England and Scotland.
Notice the ramp that goes up the 'bluff' / cliff in a switchback manner and does not use stairs but a smooth ascending stone paved road up to supply the castle for hundreds of years?
Now I can't build a proper castle if I can't have a proper way for carts and supply wagons to get up to the castle keep. Stairs don't make sense so I need to find a way to get the cliff faces to make a shallow ramp / triangle cut to create a shallow enough slope to pull supply carts and wagons up. It does not need to be fancy; it just needs to make sense with itself in a world context.
We all like swords and castles but there are lessons they teach when you try to understand how they were demanded, planned, constructed, renovated and operated in a middle ages kind of context. Thus I need to get some slopes, ramps for the hills (and hopefully more than just stairs) to build a proper castle / large settlement atop of a hill, cliff, bluff and or mountain.
Hmmn, I need to find a solution with the cliffs; maybe a shallow angled 'triangle' cut on mirrored in both directions to give an illusion of a slope at least a switchback slope to ascend a cliff face.
I might have to build this tileset feature of hills, slopes, ramps and probably stairs myself if I can't find help nor community interest.
I hope so. I am planning on building a castle on a small; 'bluff' / raised hill and I figure that I could use somekind of stairs to climb the two elevated levels; one for the outer ridge for the walls, and a second one for inner ridge for the ward and keep.
I worked with RPG Maker MV (and older from RPG Makers possibly 95 / 2k / 2003 / XP+) and the base versions of those game engines don't support avatar / tile height values but they do an illusion like with the Legend of Zelda 1986 dungeons with their item basement levels ( https://www.zeldadungeon.net/the-legend-of-zelda-walkthrough/level-1-the... bow room). As where the tiles give an illusion of height but in reality it is an optical illusion. I think something like this can be achieved in the Flare engine if there existed the graphical tiles to support such a hill, slope, ramp and stairs ~'optical illusion'. More testing is needed; iterate, iterate, iterate.
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