Author Topic: DawnLike - 16x16 Roguelike Tileset  (Read 42387 times)

DragonDePlatino

  • Newcomer
  • Posts: 8
  • Karma: +0/-0
    • View Profile
    • Email
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #30 on: February 11, 2014, 11:03:56 PM »
Yeah. I also found it pretty good to have a horizontal wall tile and then copy the bottom half and replace with it the upper half so the 16x16 tile is made from two identical 16x8 parts.

Here's some quick testing I made in my project https://dl.dropboxusercontent.com/u/95372567/PlatinoTilesTest.png
Hmm...that's looking nice! My only complaint would be the floor tiles, which are a bit bright. If I might make a suggestion, inside the Objects folder you'll find various "unexplored floor" tiles of varying brightness. You might want to try out one of those to see if they make a nice substitute.

This is for Temple of Torment, right? I'll be looking forward to seeing my tiles in your game! :)

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #31 on: February 12, 2014, 05:57:30 AM »
Yeah. I also found it pretty good to have a horizontal wall tile and then copy the bottom half and replace with it the upper half so the 16x16 tile is made from two identical 16x8 parts.

Here's some quick testing I made in my project https://dl.dropboxusercontent.com/u/95372567/PlatinoTilesTest.png
Hmm...that's looking nice! My only complaint would be the floor tiles, which are a bit bright. If I might make a suggestion, inside the Objects folder you'll find various "unexplored floor" tiles of varying brightness. You might want to try out one of those to see if they make a nice substitute.

This is for Temple of Torment, right? I'll be looking forward to seeing my tiles in your game! :)

Yeah, it needs some polishing. I'll try to make a tileset for my game using your tiles if I find every tile I need.

Edit: Even if I can't have all the tiles, I already found uses for some tiles you made. I desperately needed miniature town tile and found quite many.
« Last Edit: February 12, 2014, 11:53:04 AM by Aukustus »

CrowdedTrousers

  • Newcomer
  • Posts: 9
  • Karma: +0/-0
    • View Profile
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #32 on: February 13, 2014, 07:16:17 AM »
Fantastic tileset.  Very impressive.

tuturto

  • Rogueliker
  • ***
  • Posts: 259
  • Karma: +0/-0
    • View Profile
    • pyherc
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #33 on: February 19, 2014, 07:35:55 AM »
Really beautiful tileset, well done and thank you for sharing it. I decided to switch over to it (at least with most of the tiles), instead of using the one I'm currently using. Here's a preview of what it currently looks like: http://imgur.com/INPZiQH. When I can track down lyrics to an old children song I can add Palatino in the game.
Everyone you will ever meet knows something you don't.
 - Bill Nye

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #34 on: March 05, 2014, 09:47:39 AM »
This tileset looks amazing!

Z

  • Rogueliker
  • ***
  • Posts: 905
  • Karma: +0/-0
    • View Profile
    • Z's Roguelike Stuff
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #35 on: March 06, 2014, 01:13:21 AM »
I have added this awesome tileset to NotEye 7.6. http://roguetemple.com/z/noteye-img/tpp-dawnlike.png ( http://zenorogue.blogspot.com/2014/03/noteye-76.html )

I had a problem with walls: there are no tiles for wall endings. I am using straight wall parts for them, but this is not perfect.

Overall, I would recommend using the following arrangement for both floors and walls, on 4x4 tiles (each + is a center of a tile):

Code: [Select]
+---+---+   +
|   |   |   |
|   |   |   |
|   |   |   |
+---+---+   +
|   |   |   |   
|   |   |   |   
|   |   |   |   
+---+---+   +



+---+---+   +

The motivation is that, with the current system, when using your tiles for the floor in a randomly generated map,  I need to check the type of the four neighboring cells (to know whether my floor tile should use the connected variant), and then look in a table which says where each of the 16 possible cases is placed in your tileset. And then I do the same with walls, but the table is different.

With the system above it would be much nicer to program (I check horizontal connections and get the X offset, then the vertical connections and get the Y offset). Also there would be no ugly empty spots (which makes looking at the raw tileset more pleasant and the size of the image file would be smaller).

tuturto

  • Rogueliker
  • ***
  • Posts: 259
  • Karma: +0/-0
    • View Profile
    • pyherc
Re: DawnLike - 16x16 Roguelike Tileset
« Reply #36 on: March 09, 2014, 10:23:48 PM »
I started using the animations too and I must say that they add to the feel of the game quite a bit. I was even told that the game I have been tinkering with is starting to look like a real game :) I also added flipping of the sprite depending on the direction it has been travelling to.

http://www.youtube.com/watch?v=i7D4dk3RADM&feature=youtu.be

Wall endings would be nice as Z wrote. But they aren't that awfully important and I might eventually get around trying to make some even.
Everyone you will ever meet knows something you don't.
 - Bill Nye