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Old December 22, 2011, 20:31   #11
Antoine
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Pleeeeeeease screenshots
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Old December 22, 2011, 22:08   #12
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Hmm, the build filenames are 3.3.0-bunchanumsandstuff.zip... shouldn't that be 3.4.0 or at least 3.3.3 or something?

And no source link on the build page?

edit: GEEZ! I unzip it and I get a folder angband-3.2.0?! Someone REALLY needs to update the version numbers...

edit2: on the plus side, I like the modularity afforded by lib/xtra/graf/graphics.txt! Even if it is mislabeled in the comments as dungeons.txt...
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Old December 22, 2011, 22:27   #13
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OK, here's a screenshot!

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Old December 22, 2011, 22:44   #14
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Quote:
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OK, here's a screenshot!
That looks very epic for what it is representing.
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Old December 22, 2011, 23:00   #15
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Yeah... shame that even with a 1600x900 monitor, I'll probably wind up playing with a scaled-down version of this tileset. (There is a way to scale the tiles in-game, right?) When you can only see maybe 25% of the town at once, and monsters in the dungeon can spot you from up to 20 tiles away, it's hard to justify using 64x64 pixels for every single tile...
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Old December 22, 2011, 23:03   #16
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A minor quibble.. the floor tiling while seamless at the edges forms a visible grid (in the center), which in of of itself isn't bad, I rather like being able to see the tile grid and this one is very unobtrusive (nice), but the corners appear in the center of the tiles rather than at the corners.
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Old December 22, 2011, 23:05   #17
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That looks very epic for what it is representing.
Which is to say, a drunken apprentice walking into walls on the way home from the tavern?
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Old December 22, 2011, 23:29   #18
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Quote:
Originally Posted by buzzkill View Post
A minor quibble.. the floor tiling while seamless at the edges forms a visible grid (in the center), which in of of itself isn't bad, I rather like being able to see the tile grid and this one is very unobtrusive (nice), but the corners appear in the center of the tiles rather than at the corners.
if you hand me some money under the table, that can be arranged

edit: I told blue baron a while ago that I would make adjustments to the tileset before it was "released". That never happened due to tons of issues(mostly work related). I should be able to make some needed changes very early in january, mainly size adjustments and possibly some item additions such as more scroll variants.
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Old December 22, 2011, 23:41   #19
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Wow, that's almost as big as one of my monitors.

The tiles do look awesome (... and I say that as an ASCII player). Would they look as good scaled down a further x2?
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Old December 22, 2011, 23:59   #20
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They're displayed at full size in the screenshot, so scaling down by x2 would make them 32x32. I wonder if we can have non-power-of-2 scaling to make them 48x48, as a nice compromise between 32x32 and 64x64? Of course, that might introduce scaling artifacts, but there's only one way to find out...
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