Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Development

Reply
 
Thread Tools Display Modes
Old January 4, 2011, 15:12   #1
Shockbolt
Knight
 
Shockbolt's Avatar
 
Join Date: Jan 2011
Location: Norway
Posts: 536
Shockbolt is on a distinguished road
Send a message via MSN to Shockbolt Send a message via Skype™ to Shockbolt
Angband 64 x 64 pixel tileset

**************************Text below this line was added 9th October 2011**************************

I've had more than a few people ask me about the use of this tileset and/or the use of the tileset already made for ToME. And I've tried to answer that in the best way I could from my point of view (which is a creative painters approach, one with a desire to design and paint rather than be occupied with legal matters and the idea of becoming filthy rich on what he does).

I got introduced to fantasy roleplaying at the age of 12, back in the 80s, MERP was the thing for us then, and we quickly advanced onto Rolemaster. Needless to say for those familiar with both rpg systems, they're based on and heavily influenced by Tolkiens Middle-earth. (at that time, ICE still had the rights to publish Middle-earth related materials).

This again lead to a "massive" library of fantasy/rpg games for the C64/Amiga and later on PC, and so it was that I discovered various roguelike and Angband, and fell inlove with the simple but yet extremely fun gameplay that kept me busy over many years of school. Then work and other stuff came along and I didn't play Angband for years, and I thought for certain that the game was somewhat abandoned by now, but still I went online and quickly found rephial.org and this forum. And I was proven wrong, there's "tons" of variants and Vanilla Angband itself being kept alive, and so I decided to give the game a little "payback" for all the fun it has given me.

That was a brief and boring background trying to explain the reason why I'm doing this, here comes the do and don't do:

Both the ToME tileset and the Angband Tileset has taken me hundreds upon hundreds of hours to create, painting almost every day since I first started back in January this year. So I would like to say, please do not use these tilesets without permission, as they were mainly created for Angband and ToME in the first place.

ToME tileset brief legal info:

The ToME tileset is a tileset exclusively made for ToME, not to be used with any other games or projects without the blessings of myself and the creator of ToME. However, there are tiles being shared between ToME and Angband.


Angband tileset brief legal info:

The Angband tileset was initially started as an exclusive tileset for Angband, made for free, for a totally free game. Over the months, I've been asked to share the tiles with other variants and roguelike games. My reply has so far been something like this:

You may use the Angband tileset for your game/project/roguelike for free, if the following conditions are met:

-permission is granted upon a simple written request sent to me letting me know what game/project/roguelike it is being used for and who you are.
-the game/project/roguelike is a totally free to aquire/free to play game/you plan to make no profit off of it.

If you plan to use the Angband tileset for a game/project/roguelike that you plan to make profit from:

-You still need my permission to use the Angband tileset, after sending me a request letting me know what game/project/roguelike you plan to use them for.
- a non-exclusive license to use the Angband tileset may be purchased from myself to legally use them within your game/project/roguelike. This will be a one-time cost for your game/project/roguelike and you may gladly use the tiles until the end of time, within that very same game/project/roguelike.
-Have You already aquired the rights to use the Angband tileset for one commercial project and is looking to use them with a second commercial project, a second non-exclusive license will have to be aquired.

In any case, my name, website, other info decided by myself, should accompany the Angband tileset wherever it should travel

I hope that cleared up some confusion and left more people happy about the above, rather than angry and upset...

**************************The original first thread post is found below this line**********************************

Hiya,

Thought I'd create a tileset of my own, and here's a preview of what I've painted today, all handpainted in photoshop. The original tileset is 128 x 128 pixels, these are scaled down.

More previews will be added as I finish them, inbetween all the other game graphics these days.


Last edited by Shockbolt; April 15, 2014 at 19:33.
Shockbolt is offline   Reply With Quote
Old January 4, 2011, 15:24   #2
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 5,809
Derakon is on a distinguished road
Beautiful! Keep it up!
Derakon is offline   Reply With Quote
Old January 4, 2011, 16:15   #3
APWhite
Adept
 
APWhite's Avatar
 
Join Date: Jul 2007
Location: St George Utah, USA
Posts: 233
APWhite is on a distinguished road
I know what that adventurer is thinking. "Do I make a dash for the flask of oil and throw it, or can I make it to that sword before that ant bites my leg in half?"
APWhite is offline   Reply With Quote
Old January 4, 2011, 16:34   #4
dos350
Swordsman
 
dos350's Avatar
 
Join Date: Sep 2010
Location: nimbin, australia
Posts: 474
dos350 is on a distinguished road
hi , very nice, i usually cant stand angband with tiles, sorry to all who do the current ones eee ~ but these look good to me, if it was full set i would indeed try~! does angband support directions lol? like for facing ways on char and monster??? could get pretty serious, eee~ keep up good work!
__________________
~eek

Reality hits you -more-

S+++++++++++++++++++
dos350 is offline   Reply With Quote
Old January 4, 2011, 16:52   #5
fph
Swordsman
 
Join Date: Apr 2009
Location: Berlin / Italy
Posts: 351
fph is on a distinguished road
Quote:
Originally Posted by dos350 View Post
does angband support directions [...] like for facing ways on char and monster???
No -- currently there is only one "wall character" (for every type of wall). But still, even without direction, the tiles look great and are a definite improvement over the existing ones.
OTOH, the developers (kudos to all of them) are very active and I would not completely rule out the possibility that someone implements "directional walls" on a git branch.
fph is offline   Reply With Quote
Old January 4, 2011, 16:57   #6
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 4,988
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate Send a message via Skype™ to Magnate
Quote:
Originally Posted by fph View Post
No -- currently there is only one "wall character" (for every type of wall). But still, even without direction, the tiles look great and are a definite improvement over the existing ones.
OTOH, the developers (kudos to all of them) are very active and I would not completely rule out the possibility that someone implements "directional walls" on a git branch.
I don't think it's necessary to implement anything different to have joined-up-looking wall tiles - but tiles aren't my thing so I could be wrong.

The tiles look fantastic - I'm a diehard ascii man but I'd be very happy to try these.
Magnate is offline   Reply With Quote
Old January 4, 2011, 17:14   #7
Derakon
Prophet
 
Derakon's Avatar
 
Join Date: Dec 2009
Posts: 5,809
Derakon is on a distinguished road
Having the ability to have facings for walls greatly opens up your options as far as graphics are concerned. For example, a standalone wall could be rendered as a rounded pillar instead of as a square chunk that gets abruptly cut off at the edge of the grid cell.

That said, this information is only useful if someone's going to make use of it.

Edit: take a look at the mockup. It has walls that are 1 tile wide, which slope down on either side. It also has a line of walls that is 7 tiles wide (the bottom of the room), where each tile in the wall does not slope down on either side. That's the kind of thing you need adjacency information for. The graphics in the mockup are not currently possible to realize in-game with just a straight (i.e. blind) replacement of ASCII characters with bitmaps.

Last edited by Derakon; January 4, 2011 at 17:36.
Derakon is offline   Reply With Quote
Old January 4, 2011, 17:19   #8
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 33
Posts: 1,497
d_m is on a distinguished road
Quote:
Originally Posted by Magnate View Post
I don't think it's necessary to implement anything different to have joined-up-looking wall tiles - but tiles aren't my thing so I could be wrong.
Currently we have one wall character. We would need to support (at least) 16 (1 + 4 + 6 + 4 + 1) different wall tiles for all the different connectedness options:

x1 wall touches walls on all sides (embedded in other walls
x4 wall touching walls on 3 sides
x6 wall touching walls on 2 sides
x4 wall touching wall on 1 sides
x1 wall touching wall on 0 sides (pillar)

I don't know if we need to worry about diagonal connectedness. If we do, then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1). That is probably not feasible.

The graphics look great!

Do you think having 16 kinds of wall tiles will work (e.g. that we can do the 3d walls you're doing)? keep in mind that we would need to "cut up" your graphic into squares and then randomly piece them back together based on the map. I can't visually tell if this will work or not.
__________________
linux->xterm->screen->pmacs
d_m is offline   Reply With Quote
Old January 4, 2011, 18:06   #9
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,596
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by d_m View Post
Currently we have one wall character. We would need to support (at least) 16 (1 + 4 + 6 + 4 + 1) different wall tiles for all the different connectedness options:

x1 wall touches walls on all sides (embedded in other walls
x4 wall touching walls on 3 sides
x6 wall touching walls on 2 sides
x4 wall touching wall on 1 sides
x1 wall touching wall on 0 sides (pillar)

I don't know if we need to worry about diagonal connectedness. If we do, then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1). That is probably not feasible.

The graphics look great!

Do you think having 16 kinds of wall tiles will work (e.g. that we can do the 3d walls you're doing)? keep in mind that we would need to "cut up" your graphic into squares and then randomly piece them back together based on the map. I can't visually tell if this will work or not.
I think 16 will work, but I could be wrong.

I'll add this to my list of graphics improvements to make. (This will require 16 * 3 different tiles for a 'complete' tileset! 16 for orientation, 3 for lighting.)
__________________
"Physician, heal thyself."
takkaria is offline   Reply With Quote
Old January 4, 2011, 19:54   #10
Magnate
Angband Devteam member
 
Join Date: May 2007
Location: London, UK
Posts: 4,988
Magnate is on a distinguished road
Send a message via MSN to Magnate Send a message via Yahoo to Magnate Send a message via Skype™ to Magnate
Quote:
Originally Posted by takkaria View Post
I think 16 will work, but I could be wrong.

I'll add this to my list of graphics improvements to make. (This will require 16 * 3 different tiles for a 'complete' tileset! 16 for orientation, 3 for lighting.)
Is the colouring a property of the tile then? Or could we not use 16 different tiles, and display them in three different shades for the lighting?
Magnate is offline   Reply With Quote
Reply

Tags
angband, graphic, graphics, tileset


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
OSX Tileset help? ZorroRoaster Variants 1 March 31, 2009 00:09
Tileset formats? caduceus Vanilla 8 April 23, 2008 23:44


All times are GMT +1. The time now is 10:42.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.