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Saturday, December 21, 2019 - 09:08

As an observation the graphics in the Flare packages, most of them look great but they are awefully repetitive.  If I had any artistic capabilities I would absolutely spend some time to create some to add to the project.  I think Flare simply needs more variety all the way around.  There are not enough models to go around on enemies, terrain and buildings.  I wish I had enough money to hire a full time graphic artist and release these things in a creative commons license.

A few things I would love to see would be variety in outdoor modular building pieces.  Things like castle walls, stone towers, rickety wood fencing.  Hay bails?  Gardened tiles, like farmland?  I do not think I have seen road/pathway tiles unless I am missing them.  Having something like matching grass texture on two sides but a pebble or sand type path in the middle would be excellent.  I am grateful for what there is to already work because it absolutely helps prototyping my projects.

Saturday, December 21, 2019 - 08:59

Excellent, thanks so much.  If I ever make money on a game I will definitely be sending some of my donations back to you.

Friday, December 20, 2019 - 21:09

Do we want or need a doorway graphic for coming in on the left side?  I found myself trying it and noticing there was not one from the left, or maybe I am missing the tile.  Also, while I was thinking about it how cool would it be to have either stairs or a ladder going up to another floor? 

Friday, December 20, 2019 - 20:55

@m7600 yep, that does sound quite a bit like the same issue. 

Friday, December 20, 2019 - 20:52

@m7600 after having a chance to really lay out your new tileset tonight, I am just loving it.  Excellent work!  Everything fits together seamlessly and has a great dark feel to it.

Friday, December 20, 2019 - 20:31

Interesting though, it does not show in the game window while debugging.  It only shows up in the scene editor window.  So false alarm on my part, I found a bug that no one probably cares about.  I am on the stable build, I am sure it will get fixed eventually.

Friday, December 20, 2019 - 20:11

Well hell, look what happens when I do pad the entire thing one pixel, the line appears on the other side with a different tile.  Am I doing something wrong? 

Friday, December 20, 2019 - 20:05

@m7600 Apparently this is a Godot problem and not an issue with your tileset.  I took sheet_walls_1 and found a tile with the same charactistics on those tiles, where they have a tile on the left that hugs the border and low and behold, that problem is there. I will play with all of this more the next few days but in Godot it may be a good idea to pad those with one pixel on the tileset when they imported into Godot.  With Christmas coming my time will be limited, I will probably play some board games with the kids.

Friday, December 20, 2019 - 19:28

@m7600 I have no idea why Godot is not slicing it right, I have to add one pixel in the snap options or it is grabbing a single pixel from the tile to the left of the current one.  If I bring it up in Photoshop with a grid up I see no issues there.  It is not a one time fluke though.  I removed the tileset and closed Godot, imported it back into my .tres and sliced it again and the same tiles are pulling one pixel from the adjacent.  This type of bahavior is not noticed in sheet_walls_1, sheet_walls_2, sheet_walls_3 or sheet_ground of the flare tiles.

Friday, December 20, 2019 - 19:04

Beds, dressers and weapon racks would be welcome

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