Sure, I will send it tomorrow (I will add all other tiles), with the outdoor one if you want. I will start numbering from Ox10 (16 in dec). Can I add comment ? and if possible how ?
WoW ! I love it. I will try to make some maps with it.
For the "black" walls, do you think they could be made semi-transparent (remove 1 pixel every 2 or 3) so that we could see the character ?
Just an idea to complete this tileset : a hole on the walls to connect levels and make the cave's entrance. Rails going into the hole would be awesome :)
Edit : First testings : there is a problem with tile alignement for 3 tiles, which upper left corner is : (192,0), (192,32) and (192,832)
I was playing with Clint's town tileset. Here is the result with the same algorithm that the one I used for dungeons.
It needs some improvement as there is no diversity for roofs. For the moment I see two kinds of algorithm :
- Have some classes (e.g. grass, water, roof) and define the rules for the transitions between those tiles. For the house's tile, this would involve the creation of a third class, and define the transition between this third class and the two first (or only the second).
- Have a biased random walker (the bias is for closing houses) and define the tiles that can be used to go from one tile to another neighbor.
The first solution could be used to generate dungeons with void though.
Sure, I will send it tomorrow (I will add all other tiles), with the outdoor one if you want. I will start numbering from Ox10 (16 in dec). Can I add comment ? and if possible how ?
Sorry, there is no problem. I made a mistake in the tilesetdef, putting 196 instead of 192 as offset. Copy & paste made the error propagate.
WoW ! I love it. I will try to make some maps with it.
For the "black" walls, do you think they could be made semi-transparent (remove 1 pixel every 2 or 3) so that we could see the character ?
Just an idea to complete this tileset : a hole on the walls to connect levels and make the cave's entrance. Rails going into the hole would be awesome :)
Edit : First testings : there is a problem with tile alignement for 3 tiles, which upper left corner is : (192,0), (192,32) and (192,832)
I'm not a fan of modern weapons, but your AK47 is definetly awesome. Great job !
I missed the 11/03 news on your web site. I love this cave tileset ! Will it be available in the next release ?
This challenge is a great idea. I may try to make tiles with blender now :P
@OP : +1
I like this place too :)
Nice one ! I can't wait to use it .
I was playing with Clint's town tileset. Here is the result with the same algorithm that the one I used for dungeons.
It needs some improvement as there is no diversity for roofs. For the moment I see two kinds of algorithm :
- Have some classes (e.g. grass, water, roof) and define the rules for the transitions between those tiles. For the house's tile, this would involve the creation of a third class, and define the transition between this third class and the two first (or only the second).
- Have a biased random walker (the bias is for closing houses) and define the tiles that can be used to go from one tile to another neighbor.
The first solution could be used to generate dungeons with void though.
Nice job !
Is there a lot of work to get an animated swimming trout from this animation ?
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