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Old September 28, 2011, 11:02   #411
Shockbolt
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Originally Posted by buzzkill View Post
A cask of CCW. Finallly, a use for the empty bottles.

CCW = cold cellar water?
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Old September 28, 2011, 15:25   #412
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Cure Critical Wounds.
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Old September 28, 2011, 18:11   #413
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Raymond, do you have a mockup of what the two-height tiles would look like in practice?

Thanks
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Old September 28, 2011, 20:43   #414
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Originally Posted by awldune View Post
Raymond, do you have a mockup of what the two-height tiles would look like in practice?

Thanks
Yes, here it is. I've used Boldor in several examples, showing him what he'd look like behind a tall tile and at the same time standing next to it. I imagine that for 128 pixel tall tiles, you'd only be able to "select" them by their lower 64x64 pixels.

Also, I do hope there'll be a function to scale them down to 32x32 pixels also.

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Old September 28, 2011, 20:46   #415
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Originally Posted by Derakon View Post
Cure Critical Wounds.
Yeah, I'm a noob when it comes to the Angband abbreviations
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Old September 28, 2011, 20:49   #416
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And this would be what it'd look like playing "Shockbolt" @ 32x32 pixels (once 2.5D dungeons is added to the game)

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Old September 28, 2011, 20:56   #417
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Which reminds me that if in the misty far-flung future I ever make a variant, it'll have to be more claustrophobic than current Angband -- which among other things means that you'd never be in LOS of something that's more than maybe 10 tiles away from you. Among other things, that makes big graphics easier to support.
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Old September 28, 2011, 21:49   #418
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Originally Posted by Derakon View Post
Which reminds me that if in the misty far-flung future I ever make a variant, it'll have to be more claustrophobic than current Angband -- which among other things means that you'd never be in LOS of something that's more than maybe 10 tiles away from you. Among other things, that makes big graphics easier to support.
How would that make it easier to support larger tiles?
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Old September 28, 2011, 21:51   #419
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Originally Posted by Shockbolt View Post
And this would be what it'd look like playing "Shockbolt" @ 32x32 pixels (once 2.5D dungeons is added to the game)

Thanks Raymond, sorry if I missed a mockup earlier in this thread.

My concern is the obvious one, that it will be difficult to differentiate tiles that are partially obscured. I suppose that the two-height monsters will tend to be the most powerful ones onscreen, which mitigates that a bit.

The tiles still look great at 32x32, although 64x64 would be glorious.
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Old September 28, 2011, 21:56   #420
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How would that make it easier to support larger tiles?
Currently there's a significant knowledge advantage to being able to see a large amount of the dungeon. The less you see, the easier it is for you to get blindsided by a monster. This has a lot to do with the massive spell and sight range. By reducing those ranges, you stop penalizing players for having a close-in view of the action, which in turn means that large tiles are more feasible.
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