@reefcrazed: I would encourage you to just dive into Blender and go for it, you'd be surprised at the results you can get with little "artistic capabilities". And you can always post your stuff on this website and ask for constructive critiques and general feedback.
On the contrary, if I may: this is an awesome bug. I did a quick search for a bug report and found a discussion on a very similar (if not the same) problem:
I don't think you're doing anything wrong, this looks like undesired behaviour on the software's part. But again, it would be truly amazing if this had never been encountered before by another user.
But it would be interesting to know what is actually causing this problem. Godot is an increadibly fine-tuned software, that something like this slipped through the cracks during development and updating is almost inconcievable.
@reefcrazed: good to know that it was an issue with Godot and not the tileset itself (although I'm curious about it and I will test it nonetheless). About the community thing, well, this is going to be somewhat of a rant on my part, so please bear with me on this one. I got to know Flare when I was looking for games for Linux, ideally free software / open source (there's a difference between these two terms, but I won't get into it here). When I switched over to Linux, I decided that I would spend my gaming time with community-created stuff. Don't get me wrong, I like a lot of commercial games, but they're usually stuff from the 90's and early 2000. We have come to a point where those kinds of games can be re-created in a free software / open source way. This is currently not possible with more recent titles such as Dragon Age (but 20 years from now it will). But, anyhow, I don't really enjoy Dragon Age, or any similar stuff. I'll take Diablo 2 or Baldur's Gate 2 any day of the week over Dragon Age. But that's just me. I like retro stuff.
@dorkster: good ideas. I'm on it. I'll probably finish this tileset before christmas.
@reefcrazed: thanks for the heads up, I'll look into it. It seems to be working ok with Tiled, but I do have Godot, so I'll try it there and see if I can replicate the problem you encountered.
@dorkster: thanks. Maybe it could be an issue specific to Godot? I'll check it in a while. BTW, any other suggestions for this tileset? You are afterall fulfilling the role of Flare's art director, among other responsabilities : D
@reefcrazed: Thanks! I'm not sure I understand your question. The floor tiles for most sets (grassland, dungeon, snow, etc) are sized at 64x32. The latest ones in this room tilset are also at that size. That being said, when they are joined together into a single image, they are converted to 64x128. But that extra height that they gain is just empty space. The resolution of each of them is still the same.
Made some stairs. This is going to end up being my christmas present for FLARE, lol.
EDIT: BTW, completely unrelated, but I made an anglerfish portrait. I'm thinking about doing potraits of FLARE's creatures/enemies with this method (Blender + Krita), hopefully trying to match the style of the goblin portrait.
@reefcrazed: glad you liked the tileset and that you found it useful.
The bar will soon be open.
@reefcrazed: I would encourage you to just dive into Blender and go for it, you'd be surprised at the results you can get with little "artistic capabilities". And you can always post your stuff on this website and ask for constructive critiques and general feedback.
On the contrary, if I may: this is an awesome bug. I did a quick search for a bug report and found a discussion on a very similar (if not the same) problem:
https://github.com/godotengine/godot/issues/9422
Some of the developers were quite perplexed by it, including one of Godot's creators!
I don't think you're doing anything wrong, this looks like undesired behaviour on the software's part. But again, it would be truly amazing if this had never been encountered before by another user.
But it would be interesting to know what is actually causing this problem. Godot is an increadibly fine-tuned software, that something like this slipped through the cracks during development and updating is almost inconcievable.
@reefcrazed: good to know that it was an issue with Godot and not the tileset itself (although I'm curious about it and I will test it nonetheless). About the community thing, well, this is going to be somewhat of a rant on my part, so please bear with me on this one. I got to know Flare when I was looking for games for Linux, ideally free software / open source (there's a difference between these two terms, but I won't get into it here). When I switched over to Linux, I decided that I would spend my gaming time with community-created stuff. Don't get me wrong, I like a lot of commercial games, but they're usually stuff from the 90's and early 2000. We have come to a point where those kinds of games can be re-created in a free software / open source way. This is currently not possible with more recent titles such as Dragon Age (but 20 years from now it will). But, anyhow, I don't really enjoy Dragon Age, or any similar stuff. I'll take Diablo 2 or Baldur's Gate 2 any day of the week over Dragon Age. But that's just me. I like retro stuff.
@dorkster: good ideas. I'm on it. I'll probably finish this tileset before christmas.
Hmm.... that does look strange. Let me look into in a while, I'll try to locate the source of the problem.
@reefcrazed: thanks for the heads up, I'll look into it. It seems to be working ok with Tiled, but I do have Godot, so I'll try it there and see if I can replicate the problem you encountered.
@dorkster: thanks. Maybe it could be an issue specific to Godot? I'll check it in a while. BTW, any other suggestions for this tileset? You are afterall fulfilling the role of Flare's art director, among other responsabilities : D
@reefcrazed: Thanks! I'm not sure I understand your question. The floor tiles for most sets (grassland, dungeon, snow, etc) are sized at 64x32. The latest ones in this room tilset are also at that size. That being said, when they are joined together into a single image, they are converted to 64x128. But that extra height that they gain is just empty space. The resolution of each of them is still the same.
Made some stairs. This is going to end up being my christmas present for FLARE, lol.
EDIT: BTW, completely unrelated, but I made an anglerfish portrait. I'm thinking about doing potraits of FLARE's creatures/enemies with this method (Blender + Krita), hopefully trying to match the style of the goblin portrait.
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