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Old January 6, 2011, 15:23   #41
Shockbolt
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Quote:
Originally Posted by buzzkill View Post
These are cool. They look pretty good at 32x32 also. Keep it up!
I'd have to check it out, never crossed my mind to do so, guess I was too fixed on their 64x64 sizes
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Old January 6, 2011, 15:26   #42
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Quote:
Originally Posted by d_m View Post
I don't know of anything currently.

If need be I can try to write a script to figure this out for you. Maybe one of the other tile experts knows a way?
I'm currently using the text documents in one of the game folders, painting the tiles after them, naming the files by the numbers in the documents (N1,N2 and so on". But once done, I would appreciate help putting them together in their respective places on the tilemap.
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Old January 6, 2011, 18:07   #43
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Quote:
I'm currently using the text documents in one of the game folders, painting the tiles after them, naming the files by the numbers in the documents (N1,N2 and so on". But once done, I would appreciate help putting them together in their respective places on the tilemap.
As long as your naming scheme is consistent (N1=filthy street urchin, N2=Scrawny cat, etc...) then it is trivial to write a program that will paste your images into the tilemap at the appropriate locations. Just let me (or any other volunteer) know when you're ready.

Quote:
There's no easy way of identifying what is what in the current 32x32 tileset in Angband is there? Is there a list of tileset coords with matching names for everything?
I have a tile-picker application that I wrote for Cryptband which should easily be adapted to this task. It's .Net, so not very useful for Linux users (haven't tried it with Mono). I'll see what I can do in the next few days... Angband needs something like this anyway.
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Old January 6, 2011, 20:18   #44
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I'm subscribing to this thread so I can see the new additions. I LOVE what you've put together so far, Shockbolt, and would definitely 'band with these.
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Old January 6, 2011, 23:26   #45
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These tiles look absolutely amazing.

I normally don't play with tiles because you can see so much more of the map when you're effectively zoomed further out, and I feel the game is a bit balanced around that; but tiles this gorgeous shake that resolve
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Old January 7, 2011, 08:33   #46
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Nice feedback for the tiles, thanks people, makes it worth the time invested for creating them!

Question: What needs to be done for Angband to run with 64x64 pixel tiles so that I may test these new tiles in realtime? I understand that my new two wall system instead of the old one wall system will take some time to tweak, but I'm looking to test out the monsters, objects and other floor tiles etc.
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Old January 7, 2011, 12:52   #47
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The easy sub-optimal solution is to shrink them to 32x32 and sub them for the current 32x32 tileset.
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Old January 7, 2011, 18:27   #48
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Quote:
Originally Posted by Shockbolt View Post
Nice feedback for the tiles, thanks people, makes it worth the time invested for creating them!

Question: What needs to be done for Angband to run with 64x64 pixel tiles so that I may test these new tiles in realtime? I understand that my new two wall system instead of the old one wall system will take some time to tweak, but I'm looking to test out the monsters, objects and other floor tiles etc.
It would be pretty easy to hack something together very quickly to allow this-- are you on Windows or OS X?
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Old January 7, 2011, 18:29   #49
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Quote:
Originally Posted by takkaria View Post
It would be pretty easy to hack something together very quickly to allow this-- are you on Windows or OS X?
Win 7 64 bit to be specific
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Old January 7, 2011, 23:56   #50
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Here's a selection of object/npc tiles for use with both Angband and Tome, painted today:


Last edited by Shockbolt; April 15, 2014 at 19:39.
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