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Re: Cave Tileset
Tuesday, November 16, 2010 - 05:55

I did some testing with semi transparent walls, here is the result (there is still some graphical glitches) :

 

And a randomly generated map (again some graphical glitches, I need to use the 1/2 tiles that you added lastly) :

Re: Cave Tileset
Monday, November 15, 2010 - 09:12

Sure, I will send it tomorrow (I will add all other tiles), with the outdoor one if you want. I will start numbering from Ox10 (16 in dec). Can I add comment ? and if possible how ?

Re: Cave Tileset
Monday, November 15, 2010 - 08:03

Sorry, there is no problem. I made a mistake in the tilesetdef, putting 196 instead of 192 as offset. Copy & paste made the error propagate.

Re: Cave Tileset
Monday, November 15, 2010 - 06:03

WoW ! I love it. I will try to make some maps with it.

For the "black" walls, do you think they could be made semi-transparent (remove 1 pixel every 2 or 3) so that we could see the character ?

Just an idea to complete this tileset : a hole on the walls to connect levels and make the cave's entrance. Rails going into the hole would be awesome :)

Edit : First testings : there is a problem with tile alignement for 3 tiles, which upper left corner is : (192,0), (192,32) and (192,832)

Re: High-poly AK-47
Monday, November 15, 2010 - 01:19

I'm not a fan of modern weapons, but your AK47 is definetly awesome. Great job !

Re: OSARE v0.10 Released
Friday, November 12, 2010 - 01:15

I missed the 11/03 news on your web site. I love this cave tileset ! Will it be available in the next release ?

Re: Weekly Challenge: Art Tutorial (due Nov 8th)
Wednesday, November 10, 2010 - 01:51

This challenge is a great idea. I may try to make tiles with blender now :P

Re: Excellent Community here!
Wednesday, November 10, 2010 - 01:42

@OP : +1

I like this place too :)

Re: Low-poly Stairs
Wednesday, November 10, 2010 - 01:40

Nice one ! I can't wait to use it .

Re: OSARE map generator?
Tuesday, November 9, 2010 - 06:17

I was playing with Clint's town tileset. Here is the result with the same algorithm that the one I used for dungeons.

 

It needs some improvement as there is no diversity for roofs. For the moment I see two kinds of algorithm :

- Have some classes (e.g. grass, water, roof) and define the rules for the transitions between those tiles. For the house's tile, this would involve the creation of a third class, and define the transition between this third class and the two first (or only the second).

- Have a biased random walker (the bias is for closing houses) and define the tiles that can be used to go from one tile to another neighbor.

The first solution could be used to generate dungeons with void though.

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