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Old January 13, 2011, 11:20   #71
Shockbolt
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Quote:
Originally Posted by half View Post
These really are amazingly good. If you complete the set of tiles, you will surely become a hero within the Angband world.
The tileset will be completed, hopefully I'll find time to paint them all before this summer, maybe even alot sooner.
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Old January 13, 2011, 15:15   #72
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Quote:
Originally Posted by d_m View Post
We devs are trying to get a windows version with 64x64 tiles built... sorry it's taking awhile and keep up the amazing work!!!
*two thumbs up*
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Old January 13, 2011, 22:10   #73
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More mixed tiles, these are todays produce:


Last edited by Shockbolt; April 15, 2014 at 19:40.
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Old January 15, 2011, 14:55   #74
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More mixed tiles:


Last edited by Shockbolt; April 15, 2014 at 19:41.
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Old January 16, 2011, 17:08   #75
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Last edited by Shockbolt; April 15, 2014 at 19:41.
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Old January 16, 2011, 17:09   #76
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Mixed valuables/gemstones:


Last edited by Shockbolt; April 15, 2014 at 19:41.
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Old January 17, 2011, 03:58   #77
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Hey Shockbolt!

I have built a version of Angband that has a 64x64 tileset called Shockbolt. But right now it's just the David Gervais 32x32 tiles upsampled to 64x64.

You can download it at http://plastic-idolatry.com/angband-shockbolt.zip

When you unzip it, there will be a lib directory. You want to look for the 64x64.bmp and mask64.bmp files, and change those to be what you want. Angband doesn't support PNG on Windows yet, so you'll have to use the mask to simulate transparency. Sorry

I'm not sure how playable the game is with 64x64 but you should at least be able to walk around and look at stuff. Also, you can use the debug commands (Control-A + various keys) to create items, monsters etc.

If you have any questions (either the build doesn't work for you, or you want to learn about debug mode, or anything else) definitely let me know.

Good luck!
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Old January 17, 2011, 17:27   #78
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I've tested this out with d_m's upsampled 64x64 tiles and it seems to work without any obvious display bugs.

However, usability is a huge issue on my laptop. I can only see 10 squares in either direction full screen on my laptop. 20 squares across is a bare minimum (max_sight), but even that may be too low. Certain commands like map become useless because you can't display enough squares to be able to figure out what exactly the dungeon overview looks like.
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Old January 18, 2011, 08:36   #79
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Thanks d_m ! I'll def give it a test now.

I assume the game will need more tweaks to run smoothly with 64x64, suc a s a automatic resize to 32x32 or even less, when looking at the map or just generally running around in the dungeon. If too large, the 64x64 tiles can be used when encountering creatures or inside rooms in the dungeons.

That said, I'll keep on completing the tileset and perhaps sometime in the future, png support and the zoom option will be added to Angband. (along with other graphical enhancements such as a UI)
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Old January 18, 2011, 15:59   #80
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What we may need to do (and I am suggesting this with no knowledge of how much work is required nor how hard it is to do) is make a flag that alters monster AI in Vanilla for 64x64 tiles. This would entail reducing the range of ranged attacks (to reduce/avoid offscreen breaths and other attacks) and how far monsters can "see" the player.

The range of player attacks should also be reduced to avoid cheesy long-range sniping attacks at unaware monsters.

You might also want to reduce the dungeon size when playing in this mode to make it more manageable.
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