Re: tile sizes
- From: Slash <java.koder@xxxxxxxxx>
- Date: 23 May 2007 07:31:45 -0700
On May 23, 8:54 am, Jeff Lait <torespondisfut...@xxxxxxxxxxx> wrote:
On May 22, 2:52 pm, "copx" <c...@xxxxxxxxx> wrote:
No, I want to do them myself, because I do not want to depend on
This is true... co-working with an artist means your must count with
Bear in mind that having good artwork (not necesarily realistic
artwork, but made by an artist) has a cost, and you may or may not be
willing to assume it. The truth is a nicely crafted tileset attracts
people, altough you can achieve a similar effect if your style is
unique (like POWDER: it is iconic and "simple", but easily
For example, I am still waiting for some critical tiles for the
upcoming CvRL release :P
SNIPI do not plan to stop adding new content to the game
after 1.0, and the thought of always trying to find someone who
is willing to draw a new tile for what I have just created does not
please me at all. Warp Rogue will also feature scenario support,
so making tiles should be easy for other non-artist people, too.
Drawing new 64x64 tiles just requires too much skill. Few people
can do that.
As usual, these are very wise comments that I wish to underline!
The best answer is, when you have time, plug in http://www.hiend3d.com/hq4x.html.
Looks very nice... a shame it is C++ not Java :(
My summary is thus: Do not think your displayed tile resolution needs
to match the resolution you draw at.
Ditto here, I use 2x tiles in Drash (they are supposed to be 16x16 but
are show as 32x32)
Temple of The Roguelike: [http://www.roguetemple.com]
The Villa of Darkness: [http://www.santiagoz.com/web]
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