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* Add flowered grass tiles, with appropriate weights.Johanna Ploog2010-01-1710-0/+11
| | | | | | | | Well, they're really just coloured dots, but when you see coloured dots on a greenish background, your brain automatically goes, "Oh, flowers!" IMHO, this finally makes the tiled bazaars as nice-looking as they are in ASCII. :)
* Colour grass tiles a darker and (I feel) more natural colour.Johanna Ploog2010-01-1724-21/+23
| | | | Move grass tiles into subfolder floor/grass.
* Use Porkchop's Nessos tile, tweaked to make the bow flaming.Johanna Ploog2010-01-172-0/+0
| | | | As usual, the old tile can be found in the UNUSED folder.
* Use Wayne's tile for the calculation of the dwarf corpse tile.Johanna Ploog2010-01-171-0/+1
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* Re-add accidentally removed outlines from a number of monster tiles.Johanna Ploog2010-01-171-1/+0
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* Add purge's tiles for Dowan and Duvessa, yay! :DJohanna Ploog2010-01-173-0/+4
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* Add the old angel tile to UNUSED/monsters.Johanna Ploog2010-01-171-0/+0
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* Add Porkchop's improved angel tile, slightly tweaked.Johanna Ploog2010-01-171-0/+0
| | | | | | The old tile erroneously displayed angels wielding a long blade and wearing a shield. It was, in fact, identical to the Daeva one, except in coloration.
* Remove my debugging lines.Johanna Ploog2010-01-171-3/+0
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* Add a tile for sixfirhy, drawn by Porkchop and slightly tweaked by me.Johanna Ploog2010-01-172-1/+6
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* Replace the bush tile with a brighter version, also by purge.Johanna Ploog2010-01-161-0/+0
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* Add tiles for bush and sleeping brand, both courtesy of purge. Thanks!Johanna Ploog2010-01-164-0/+4
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* Recolour Dissolution again to increase the difference to the jelly tile.Johanna Ploog2010-01-151-0/+0
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* Fix tiles compilation.Johanna Ploog2010-01-151-3/+3
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* Add purge's toadstool tiles.Johanna Ploog2010-01-153-1/+2
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* Add tiles for the new merfolk monsters.Johanna Ploog2010-01-1512-3/+9
| | | | | | The plain merfolk is only used for the corpse tile but I decided to add it anyway, especially as I'm considering using that for the base merfolk and the current fighter one for the impaler.
* Replace Pikel's black "markings" with darkgreen ones.Johanna Ploog2010-01-151-0/+0
| | | | | No idea what they're supposed to be, ribbons or tattoos or whatever, but plain black should really only be used for outlines and shadow.
* Add some spikes to the alligator snapping turtle's tile.Johanna Ploog2010-01-141-0/+0
| | | | | | | Despite my misgivings it actually looks reasonably well. In other news, I finally figured out who the turtle tile reminds me of: I've got a photo where my cat has that exact same look and posture. :)
* Recolour player hog tile to increase difference from monster hog.Johanna Ploog2010-01-141-0/+0
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* Replace bland human tile with a nicer one.Johanna Ploog2010-01-142-0/+0
| | | | Move the old tile into the UNUSED/monsters folder.
* Replace the contaminated chunk icon with a less intrusive one.Johanna Ploog2010-01-142-0/+0
| | | | Oh, and I forgot to remove the old rslow tile in my last commit.
* Use the old rslow tile for "stasis and add a preliminary one for "faith.Johanna Ploog2010-01-143-1/+2
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* Use purge's Pikel tile.Johanna Ploog2010-01-141-0/+0
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* Also handle alligator snapping turtle's corpse tile.Johanna Ploog2010-01-141-1/+2
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* Tweak slave tile and add a smaller alternative one.Johanna Ploog2010-01-143-0/+1
| | | | | The large one looks a bit too burly, the small one really puny. A combination of the two would be ideal.
* Fix turtle corpse tile.Eino Keskitalo2010-01-141-1/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Add shadows to mermaid/siren/Ilsuiw tiles.Johanna Ploog2010-01-146-0/+0
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* Recolour Dissolution. The old colours (green/red) really clashed awfully.Johanna Ploog2010-01-141-0/+0
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* Add a new turtle design and use it for the (alligator) snapping turtle.Johanna Ploog2010-01-144-1/+2
| | | | Move the old turtle tile into UNUSED/monsters.
* Clean up some of the wizlab tiles.Johanna Ploog2010-01-134-0/+0
| | | | | | | | | | For the deformed elf/human/orc tiles and the human_monk_ghost, I redrew the outline in standard black. I also removed some dangling transparent pixels and changed a few other transparent pixels to either be completely blank or fully drawn, as seemed appropriate. General tip: When compiling tiles into the game, check e.g. player.png to see how they'll look like in-game, outline and all.
* Clean up and recolour Sonja's tile.Johanna Ploog2010-01-131-0/+0
| | | | | | | | | | | I always figured her tile was a bit too similar to the plain Kobold one. Also, a tip to other tiles designers: just before declaring a tile as "finished", try setting the alpha threshold to 0. Chances are there are some highly transparent residues on the edges that will completely throw off the automated %rim outline and make the tile look much uglier than it deserves. (And here I've been wondering where Sonja's odd outline came from...)
* Add a tile for Pikel.Johanna Ploog2010-01-132-0/+1
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* Also reduce weights for the special flesh wall tiles.Johanna Ploog2010-01-121-0/+4
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* Make water bubbles in Shoals' deep water "animation" rarer.Johanna Ploog2010-01-129-0/+15
| | | | | | I've tweaked the water tiles to create variants with/without bubbles or dark shapes, then used the %weight command to give the plain water tiles a total probability of 66%.
* Also add wave tiles for deep water. The water masks still look wonky.Johanna Ploog2010-01-129-0/+12
| | | | When it comes to drawing waves, deep water always trumps shallow water.
* In tile-dngn.html display tile weights as percent values.Johanna Ploog2010-01-121-4/+8
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* Replace another tile duplication with a weight setting.Johanna Ploog2010-01-111-1/+2
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* Only display tile probabilities in the dngn html file.Johanna Ploog2010-01-111-6/+16
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* Replace the triple-defined water tiles with the appropriate %weights.Johanna Ploog2010-01-111-7/+8
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* List tile weights in tile-dngn.html.Johanna Ploog2010-01-111-2/+7
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* Implement rltiles %weight command and skewed dngn tile probabilities.Johanna Ploog2010-01-115-3/+57
| | | | | | | | | | | | | | | | | | | | | | | | | | | | In dc-dngn.txt you can now use the %weight command to specify the probability of a given tile whenever a variant is chosen randomly from a set of variant tiles. Example: %weight 5 floor/floor_sand_stone0 FLOOR_SAND_STONE floor/floor_sand_stone1 floor/floor_sand_stone2 floor/floor_sand_stone3 %weight 2 floor/floor_sand_stone4 floor/floor_sand_stone5 floor/floor_sand_stone7 %weight 1 floor/floor_sand_stone6 ... will make plain sand more likely than the rocky versions and the big rock rarer than the smaller ones. This is not visible from the dngn.png but you can check the (cumulative) weights in tiledef-dngn.cc. Aside from the above, this is also used for the brick wall in all its colorations. (The repeat command also repeats the weight settings.)
* Reorder demons by glyph in dc-mon.txt.Johanna Ploog2010-01-101-2/+3
| | | | | | | | I was originally planning to add a preliminary tile for sixfirhy (red devil recoloured cyan) but then got confused about the pitchfork description. I took that to mean it's generated with a trident, but it isn't mentioned in mon-gear at all... So, should it get a weapon or not?
* New type of cloud: thick gloom.Jude Brown2010-01-102-0/+2
| | | | | | | | | | | | | | | It's a fast-moving, long-lasting cloud that clumps together. It will dissipate very quickly unless it is near other clouds. It is opaque, and blocks line of sight with two or more clouds, but unlike other clouds, it does not actually use the '#' glyph. Instead, it colours the ground underneath it magenta. It's currently unused, and while it's an interesting visual effect that will have some great potential in portal vaults and specific branches, should probably be used very rarely. Also includes a tile for these, though I'm not too happy with the effect.
* Adding some unused floor tiles from Denzi.Enne Walker2010-01-094-0/+0
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* Add an icon for contaminated chunks/corpses.Johanna Ploog2010-01-092-0/+3
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* Rename corpse.png -> chunk.png, corpse_rotten.png -> chunk_rotten.pngJohanna Ploog2010-01-093-4/+4
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* Tiles: Add icons for poisonous/mutagenic/... chunks or corpses.Johanna Ploog2010-01-095-1/+19
| | | | | | | I'm not sure how to visualize contaminated chunks, so they haven't got an icon yet (maybe use coagulated blood?) Also, I've opted to only show the icons for rotten chunks if the character is capable of eating them. Otherwise, them being rotten is all that's of interest to the player.
* Move undead monsters' tiles into subfolder dc-mon/undead.Johanna Ploog2010-01-0839-7/+16
| | | | | It should be much easier now to sift through the monster tiles for the ones I'm looking for.
* Add a powder-blue snake tile variant for sea snakes.Johanna Ploog2010-01-083-0/+2
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* Add preliminary turtle tile.Johanna Ploog2010-01-083-4/+9
| | | | | | It's a bit on the smallish side, having been originally intended for altar decoration, and also a bit too dark. I've no idea how an alligator turtle is supposed to look, so the two share the same tile for now.