Author Topic: The Temple of Torment  (Read 233373 times)

Aukustus

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Re: The Temple of Torment
« Reply #135 on: May 18, 2014, 07:47:10 PM »
Ok. I made some changes to some tiles.

https://www.dropbox.com/sh/pxj81mofhrv42p9/AAB5oiZWm6WQz0bLlxZLugUza#lh:null-TOT_NewGfx.png

I draw the tiles in a way so that items won't look too weird, you know, having a black area around them. Nonetheless the items can fixed by just adding some minor noise around them to fully remove that undesired feeling.

Your thoughts?

I like that. What about the color of noise when adding it to items? I mean like if some equipment had noise around them but if they are dropped next to floor, next to wooden floor and so on?

EDIT:
Basically
- I want graphical ground tiles.
- I want tiles that look good next to eachother, no matter what tiles.
« Last Edit: May 18, 2014, 07:59:54 PM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #136 on: May 18, 2014, 08:07:58 PM »
The noise around items could be a neutral color or a mixture of colors. Anyway, I'm having difficulty changing the stone tile you have for dungeons. When I change it and try it on the game the floor goes pure white.
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Aukustus

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Re: The Temple of Torment
« Reply #137 on: May 18, 2014, 08:10:36 PM »
The noise around items could be a neutral color or a mixture of colors. Anyway, I'm having difficulty changing the stone tile you have for dungeons. When I change it and try it on the game the floor goes pure white.

That's a little glitch with libtcod, tiles cannot consist only of grayscale pixels. There has to be atleast one pixel of color for the libtcod to recognize it.

I believe that the rule is R != G != B. If R == G == B for all pixels then it doesn't work. If I need a pixel of rgb values 128,128,128 I change it to 127,128,128.

It's quite hard to explain but it should work if you change one pixel's rgb values.
« Last Edit: May 18, 2014, 08:16:45 PM by Aukustus »

Endorya

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Re: The Temple of Torment
« Reply #138 on: May 18, 2014, 08:41:45 PM »
Yeah. The minute I changed it by 1 number it started to work.

This is the small example of noise around items in different floors. This was quickly made just so it can be prefected.
https://www.dropbox.com/s/8jrn34ssqkubt9f/TOT_NewGfx2.png

Items work pretty well on grass but their weirdness gets a bit emphasized in the dungeon. I can solve this by adding color to the dungeon floor or by removing the brick looking pattern.




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Aukustus

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Re: The Temple of Torment
« Reply #139 on: May 18, 2014, 08:54:42 PM »
I really like the noise for solution for not being able to overlay tiles. 

If you use the brick pattern then there needs to be extra tiles for other floors since my grey floor tile is used everywhere in the game, there cannot be brick pattern in caverns and so on. I have no eye for colors and such so you might want to try what works best, no bricks / different noise / colors in floor tiles and so on.

You might want to have the original tileset from which I have taken the tiles: https://dl.dropboxusercontent.com/u/95372567/angband_tiles.bmp

Endorya

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Re: The Temple of Torment
« Reply #140 on: May 18, 2014, 09:32:29 PM »
I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D
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Aukustus

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Re: The Temple of Torment
« Reply #141 on: May 18, 2014, 10:00:29 PM »
I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D

I was thinking that I probably need a cheat code for spawning any item to inventory for balancing purposes. Maybe that would help you too? You could drop the item and check how it looks like.

Endorya

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Re: The Temple of Torment
« Reply #142 on: May 18, 2014, 10:17:11 PM »
I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D

I was thinking that I probably need a cheat code for spawning any item to inventory for balancing purposes. Maybe that would help you too? You could drop the item and check how it looks like.

That is an alternative. But it would be far better having a map with many items automatically placed.
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Aukustus

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Re: The Temple of Torment
« Reply #143 on: May 18, 2014, 10:22:15 PM »
I see. So I design one floor for too. It would be nice if you designed a free-to-visit-trial-level with all graphic templates, without enemies but with many items laying around so I could easily test my drawings :D

I was thinking that I probably need a cheat code for spawning any item to inventory for balancing purposes. Maybe that would help you too? You could drop the item and check how it looks like.

That is an alternative. But it would be far better having a map with many items automatically placed.

Do the items have to be next to each other or have a couple of empty tiles in between?

Endorya

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Re: The Temple of Torment
« Reply #144 on: May 18, 2014, 10:41:52 PM »
Do the items have to be next to each other or have a couple of empty tiles in between?

Well, having some next to each other and some isolated would be ideal.
"You are never alone. Death is always near watching you."

Aukustus

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Re: The Temple of Torment
« Reply #145 on: May 18, 2014, 11:17:37 PM »
I'll make this test level at some point.

Aukustus

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Re: The Temple of Torment
« Reply #146 on: May 19, 2014, 09:34:25 AM »
Next update is getting quite large:
Code: [Select]
Bugs and mistakes
- Gradient fov in hell had one typo which caused furthest tiles to be brighter than tiles before them
- Traps placed in hell were white instead of red which gave them away
- Wardstones were white in ascii mode
- Scroll of Mapping crash fixed

General
- New ascii chars for stairs up and down
- New tiles for Marwal and Undershire
- New messages for standing on entrances to locations or world map
- New NPC to talk with; Velaria in cottage map
- Config tool improved
- Quest items no longer display count in inventory and picking up quest items no longer display count in message
- Minor undocumented additions or changes

Maps
- New semi-persistent maps for Mines
- Faster hand made map generation
- New location; Hermit's cottage
- New location; Castle Undershire
- New dungeon feature; Stone of recall, allows player to teleport around the dungeon and in and out
- Houses have now different floor tiles inside

Shops
- Shop interface works in now two directions with ability to return to parent menu
- Innkeeper sells now three different sized meals

Characters
- New class; Monk
- New class; Bard
- New class; Druid
- Sorcerer renamed to Mage
- Character screen now displays stats in a more detailed way with bonuses
- All classes can now select from the same weapon proficiences

Quests
- Main quest is now longer

Items
- (unusable) is displayed in item lists if stat requirements are not met
- Stat bonuses from equipment are now counted with item requirements
- Unequipping equipment with stat bonuses can now unequip other items if stat requirements are no longer met for other items
- Scroll of mapping renamed to scroll of visibility and reveals monsters too

Monsters
- Monster AI pathfinding improved
[/code]

Endorya

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Re: The Temple of Torment
« Reply #147 on: May 19, 2014, 10:56:30 AM »
Sounds cool!

Tell me when there is a trial level so I can resume tile drawing. Just do it when you think you have the time for it. No rush.

"You are never alone. Death is always near watching you."

Zireael

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Re: The Temple of Torment
« Reply #148 on: May 19, 2014, 10:59:35 AM »
About items on floor, why not have the item's background transparent? It would just display the normal floor tile under the item... that's how ToME and Angband, for example, do it.

Aukustus

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Re: The Temple of Torment
« Reply #149 on: May 19, 2014, 11:27:21 AM »
About items on floor, why not have the item's background transparent? It would just display the normal floor tile under the item... that's how ToME and Angband, for example, do it.

Libtcod replaces tiles. Floor tile is replaced with the item's tile. There are no layers basically.

------------
Little info about monk gameplay: stunning palm can be used only when unarmed, circular kick can be used when armed but there's no bonus from being unarmed, pain tolerance reduces taken damage by 1.

These skills favor unarmed melee combat but anybody can play it like they want.
« Last Edit: May 19, 2014, 11:32:14 AM by Aukustus »