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Old April 28, 2015, 06:02   #711
Derakon
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Quote:
Originally Posted by nppangband View Post
Looks great. Actually, with the ability to rotate the tiles, you would only need 4 of them
Depends on if you want to do shadows, other directional lighting effects, or any kind of perspective work.
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Old April 28, 2015, 16:02   #712
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Quote:
Originally Posted by nppangband View Post
Looks great. Actually, with the ability to rotate the tiles, you would only need 4 of them
I don't see how you'd be able to get a seemless tileset with only 4 tiles.
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Old April 28, 2015, 18:32   #713
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Quote:
Originally Posted by Dean Anderson View Post
Speaking of which...

I'm probably missing something obvious, but is the entire tileset (in 64x64) available anywhere? This thread contains lots of pictures with individual tiles or groups of tiles, but if there are any links to a big honking tilesheet then I've missed them.

I'd love to use them in Cthangband.
The majority of the tiles and tokens I've made are currently included in the tilesheet downloaded with Angband. I'm also working on creating a "clean" tilesheet that only contain "Shockbolt" artwork.

Up until now, I've found it to be easier editing images when they are stored as separate images instead of in a large tilesheet, besides back when I worked on art for ToME, separate images for everything was the way to go.
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Old April 28, 2015, 20:13   #714
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Originally Posted by Shockbolt View Post
The majority of the tiles and tokens I've made are currently included in the tilesheet downloaded with Angband. I'm also working on creating a "clean" tilesheet that only contain "Shockbolt" artwork.

Up until now, I've found it to be easier editing images when they are stored as separate images instead of in a large tilesheet, besides back when I worked on art for ToME, separate images for everything was the way to go.
Have you looked into any of the "spriting" tools for web development? It seems like they should be able to combine all of your individual images into a single image with a simple command.
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Old April 28, 2015, 22:18   #715
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Trouble is making any type of software to recognize what is what and group stuff together, in the process making up free space near each group for future additions. I guess you could stuff every item in a file, every monster in a file and then place those out onto a tilesheet manually with some empty space between the groups.
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Old April 28, 2015, 22:22   #716
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Originally Posted by Shockbolt View Post
Trouble is making any type of software to recognize what is what and group stuff together, in the process making up free space near each group for future additions. I guess you could stuff every item in a file, every monster in a file and then place those out onto a tilesheet manually with some empty space between the groups.
For traditional game dev there are tools where you hand them a bunch of files and the tool will compile the lot of them together into an efficient packing within a single file, and tell you the offsets of each "sub-image" within the file. This isn't the kind of thing you should be trying to do by hand.
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Old April 29, 2015, 03:36   #717
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I don't see how you'd be able to get a seemless tileset with only 4 tiles.
One tile completely full of lava + the other three types of "edge" tiles, each of which can be rotated to represent the 4 directions. This makes 13 different possible tiles.
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Old April 29, 2015, 03:40   #718
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Originally Posted by Shockbolt View Post
Trouble is making any type of software to recognize what is what and group stuff together, in the process making up free space near each group for future additions. I guess you could stuff every item in a file, every monster in a file and then place those out onto a tilesheet manually with some empty space between the groups.
The NPP QT port has one .png file for each item. No more tilemaps. They are in a zip file.

It works quite nicely. No more worrying about tile coordinates. Or having three different shades of lighted tile terrain. The shadow and other lighted effects are handled with a couple lines of code.
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Old April 29, 2015, 16:04   #719
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Using single images instead of a huge tilesheet is also something I'd prefer myself, that way you wouldn't worry about running out of space or worry about coordinates as mentioned above here.
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Old April 30, 2015, 01:49   #720
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Quote:
Originally Posted by nppangband View Post
Or having three different shades of lighted tile terrain. The shadow and other lighted effects are handled with a couple lines of code.
Nice. Also allows for nearly infinite shading possibilities? Maybe even changing the hue? Bring a bit of Brogue flicker and such to NPP .
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