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#41 |
Knight
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#42 |
Knight
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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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#43 | ||
Swordsman
Join Date: Jul 2008
Posts: 308
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Quote:
Quote:
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#44 |
Knight
Join Date: Dec 2008
Posts: 649
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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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#45 |
Apprentice
Join Date: Apr 2008
Posts: 61
Donated: $20
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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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#46 |
Knight
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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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#47 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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The easy sub-optimal solution is to shrink them to 32x32 and sub them for the current 32x32 tileset.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#48 | |
Veteran
Join Date: Apr 2007
Posts: 1,951
Donated: $40
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__________________
takkaria whispers something about options. -more- |
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#49 |
Knight
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#50 |
Knight
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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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Tags |
angband, graphic, graphics, tileset |
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