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Old May 3, 2007, 21:20   #21
andrewdoull
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And a little more work and:

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Old May 3, 2007, 21:47   #22
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What's up with the barrel stuck in the wall? Also, why floor on the opposite side of wall (where the dungeon massive should be)? Otherwise it looks nicish.
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Old May 3, 2007, 22:03   #23
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Quote:
Originally Posted by pav View Post
What's up with the barrel stuck in the wall? Also, why floor on the opposite side of wall (where the dungeon massive should be)? Otherwise it looks nicish.
Don't sound too enthusiastic... it is a work in progress. There's a lot more still to be done.
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Old May 4, 2007, 00:13   #24
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Quote:
Originally Posted by andrewdoull View Post
Here's the promised screen shot. Not the most amazing in the world, but it shows the wall code working... still plenty more to do though.
Looking good!
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Old May 19, 2007, 13:03   #25
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Quote:
Originally Posted by pav View Post
Great post, Leon.

I would personally prefer isometric, without 45 degree rotation. Semi-transparent walls. Shadows. No vertical offset of sprite over tile.

For a visually appeasing, open source, isometric, hack and slash game I'd refer to Daimonin, which happens to be MMORPG. Screenie:



The difference is they don't do transparent walls (don't have to, they have a lot of large rooms and only a small number of rather wide corridors between them), and obviously they are 45 degree rotated.

Oh and be sure to add the hitpoint bar above each monster!


This desighn would be really GREAT !!!!!
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Old May 19, 2007, 13:30   #26
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Looks pretty cool but the drawback is, that you can only see a very tiny part of the dungeon. This needs an additional always visible area map which displays all monsters in adjacent rooms.
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Old January 4, 2011, 09:01   #27
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New set of tiles and other graphics for Angband

Hello,
My name is Raymond and I'm a freelance digital artist.

I've been a fan of these types of games ever since I was a kid back in the 80's,
and I feel now it's time to do some payback for all the hours of fun I've spent inside Angband in all these years, I've decided to paint a new tileset for Angband

I'm aiming for a top-down somewhat tilted look on the tilesets, something similar to the "original" tiny pixelart tilesets before mr Adam Bolt created his tileset, but ofcourse larger and more detailed. There is however one feature I would love to have for the gamescreen though, an ingame realtime zoom in/out option, as I plan to paint the tiles in 32 x 64 pixels or even larger.

But apart from that, how do I use my soon-to-be-painted-tileset with the angband game? I've just recently started learning C++ but my skills at programming are almost invisible at this stage.

So while I wait for a few good replies, I'll start painting the tiles and post some examples on here, prob by the end of today or later this week.

Curious to see what I've painted in the past? Check out one of my online galleries at DeviantArt here: http://shockbolt.deviantart.com/gallery/
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