@rubberduck: thanks! Sure, use it if you think it's worth it. What do you mean about the stuff you need to change? Do you mean changes to this room tileset? If that's the case, perhaps I can change it myself so that I save you some time.
True. Here's how the error was caused: I decided to give the tables a top-down lighting so that the cast shadow would fit a 64 x 128 tile. Longer cast shadows will mean that either I split the tables into more tiles or I make them smaller. I think the first option is better.
@dorkster, any other suggestions of what I should do with this tileset? I have just realized that the cast shadows on the chairs don't match the ones of the tables. I'll probably also add some doors and more variety for the walls. The shelf with the drawers also looks kind of weird... like it was made for a giant or something. I'll have to fix that as well.
A quick update on the room tileset, incorporating Justin's suggestions. The chairs now have a cast shadow, and I fixed some of the textures (except for a few corners and the long tables). I'll upload the finished version either today or tomorrow, together with the .blend file.
Thanks! criticisms are more than welcome, they help me improve. You're absolutely right, I forgot about the shadows for the chairs, and you're also correct about the textures. I'll fix those later today. For now, here's a preview of a lava tileset I'm working on. It needs a lot more variety, but this would be the general idea (I like to sketch things out roughly at first, and then tweak them later).
BTW, I haven't forgotten about the counter for Flare! I'm working on it. It's just that I try to do a lot of stuff at the same time. It's probably not a good idea, since things take longer to finish, but it's a personality flaw that I'm trying to correct : P
While I would like to make new chests, boxes, beds, etc., these have already been made by Clint, so they can be incorporated to the room tileset. I just focused on the stuff that was missing.
Here are some screeshots, one in Tiled and one in game.
Ah, I see what you mean. You want buildings sort of in the style of Diablo 2. That can be done with FLARE, you would need at least 2 images (one for the roof and one for the interior), and you would make a .txt file that controls when each of them shows on the screen. It would be dependant on an event, and the event itself would activate when the player steps in/out. If I remember correctly, the attribute is called mapmod, followed by the x and y coordinates for the tile to be replaced. This is how the tiles for the teleporters work (they are grey when they haven't been activated, and then they glow with blue runes once they have been activated)
Thanks! Yeah, I made the furniture, chairs, tables, walls and floor (which still needs some work). Each tile is 64 width by 128 height, including the floor. This is necessary because they are all part of the same .png file, so that Tiled can read it as a single image, but divided into different tiles of the same size. About the size of the room, I don't know how many tiles it's going horizontally, lol, I haven't counted them. It's probably around 15 tiles or so, but it's part of a larger map (80 x 80 tiles).
Basically I used Blender to make the floor tiles and the furniture objects. I rotated them along the Z axis and outputed each image as a separate .png file. The I used ImageMagick's montage tool to unite all of them into a single image, ready to be used by Tiled.
@dorkster: duly noted.
@rubberduck: thanks! Sure, use it if you think it's worth it. What do you mean about the stuff you need to change? Do you mean changes to this room tileset? If that's the case, perhaps I can change it myself so that I save you some time.
So, do I take it that this tileset has in-game potential? : D
Anyways, I'm on it, I'll fix it later today.
True. Here's how the error was caused: I decided to give the tables a top-down lighting so that the cast shadow would fit a 64 x 128 tile. Longer cast shadows will mean that either I split the tables into more tiles or I make them smaller. I think the first option is better.
Ok, I have updated the tileset, and I have also included the Blender source files. You can download them here:
https://opengameart.org/content/room-tileset
@dorkster, any other suggestions of what I should do with this tileset? I have just realized that the cast shadows on the chairs don't match the ones of the tables. I'll probably also add some doors and more variety for the walls. The shelf with the drawers also looks kind of weird... like it was made for a giant or something. I'll have to fix that as well.
A quick update on the room tileset, incorporating Justin's suggestions. The chairs now have a cast shadow, and I fixed some of the textures (except for a few corners and the long tables). I'll upload the finished version either today or tomorrow, together with the .blend file.
Thanks! criticisms are more than welcome, they help me improve. You're absolutely right, I forgot about the shadows for the chairs, and you're also correct about the textures. I'll fix those later today.
For now, here's a preview of a lava tileset I'm working on. It needs a lot more variety, but this would be the general idea (I like to sketch things out roughly at first, and then tweak them later).
BTW, I haven't forgotten about the counter for Flare! I'm working on it. It's just that I try to do a lot of stuff at the same time. It's probably not a good idea, since things take longer to finish, but it's a personality flaw that I'm trying to correct : P
Ok, I finished the tileset, so I removed the "work in progress" phrase in the thread's title.
You can download the tileset here: https://opengameart.org/content/room-tileset
While I would like to make new chests, boxes, beds, etc., these have already been made by Clint, so they can be incorporated to the room tileset. I just focused on the stuff that was missing.
Here are some screeshots, one in Tiled and one in game.
Ah, I see what you mean. You want buildings sort of in the style of Diablo 2. That can be done with FLARE, you would need at least 2 images (one for the roof and one for the interior), and you would make a .txt file that controls when each of them shows on the screen. It would be dependant on an event, and the event itself would activate when the player steps in/out. If I remember correctly, the attribute is called mapmod, followed by the x and y coordinates for the tile to be replaced. This is how the tiles for the teleporters work (they are grey when they haven't been activated, and then they glow with blue runes once they have been activated)
Thanks! Yeah, I made the furniture, chairs, tables, walls and floor (which still needs some work). Each tile is 64 width by 128 height, including the floor. This is necessary because they are all part of the same .png file, so that Tiled can read it as a single image, but divided into different tiles of the same size.
About the size of the room, I don't know how many tiles it's going horizontally, lol, I haven't counted them. It's probably around 15 tiles or so, but it's part of a larger map (80 x 80 tiles).
Basically I used Blender to make the floor tiles and the furniture objects. I rotated them along the Z axis and outputed each image as a separate .png file. The I used ImageMagick's montage tool to unite all of them into a single image, ready to be used by Tiled.
@reefcrazed: Here's Clint's tiles for making modular medieval buildings:
https://opengameart.org/content/medieval-building-tiles
@rubberduck: Great stuff!
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