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Old October 12, 2011, 22:00   #521
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That mushroom is gigantic!
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Old October 13, 2011, 02:18   #522
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I gotta say that (I'm not trying to be a ass but) I'm not lovin' the stairs.

... and after further review, the doors either. Maybe I've just got a David Gervais bias I need to come to terms with .
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Old October 13, 2011, 04:00   #523
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I think the stairs, particularly the down stairs, don't show enough depth. The stair that is on the current level should be as wide as the opening. Then the stairs should get gradually narrower as you descend.
It is also a bit odd to look down at the top of a doorway when all the monsters are facing.
It says something about the competency and skill of the artist when we are talking about such minutiae. We are getting spoiled by the amazing tiles!
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Old October 13, 2011, 15:21   #524
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personally, I like the door tiles - Not that it's very important late game, but initially, knowing at a glance what KIND of door it is could save your bacon.
That is, if you're too lazy to check with 'l'
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Old October 13, 2011, 16:51   #525
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@fizzix: Yes...might have to adjust some of the tile sizes...but in the end they can't all be 100% size relative.

@buzzkill: me neither, but they are a test only, for a top-down view dungeon.

@old coach: not sure I got you 100%, but these tiles are luckily just a test

@sethos: I agree with you there, spotting right away what is what will save you some time instead of throwing a keyboard command combo now and then, such as seeing if the door is open/closed/broken as an example.

I will make a complete and polished dungeon tileset the way the dungeon graphics are being handled today in Angband(A better version than seen in the examples, but it's also nice to be able to discuss the various options with you guys, after all, hopefully I won't be the only one using the Shockbolt 32x32/64x64 tileset when it's complete

Here is the same dungeon, only using the 2.5D tileset:

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Last edited by Shockbolt; April 15, 2014 at 21:08.
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Old October 13, 2011, 18:20   #526
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on the 2.5 D tiles, the doors are not easily spotted, It would make some sense to NOT show the bricks above the doors, at least for ease of viewing.
otherwise, very nice.
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Old October 14, 2011, 17:15   #527
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Quote:
Originally Posted by sethos View Post
on the 2.5 D tiles, the doors are not easily spotted, It would make some sense to NOT show the bricks above the doors, at least for ease of viewing.
otherwise, very nice.

*ahem*
I was a tad hasty when I put out that last example there...
In this cropped portion of the new graphical UI example, posted in another thread here, you see the most recent version of the dungeon doors:

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Old October 14, 2011, 18:27   #528
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Vast improvement. Thanks!
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Old October 14, 2011, 19:08   #529
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This would be the final version of the "old style" doors & walls/dungeon tiles:

64x64 pixels:



32x32 pixels:

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Old October 15, 2011, 19:22   #530
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Angband player tiles, a few Hobbit male versions. Paint size, then game size:

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