| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
In order for jpeg's waves to work on deep water as well as shallow, we
need to not use partially transparent overlays to simulate an actor or an
item being submerged. Now, non-flying objects on water will be drawn
transparently to blend with the water below. This should mostly look the
same, except it will now work on top of waves and will not require a mask
for each water type.
As a nice side-effect, ghosts are now transparent again and the water on
top of submerged objects now animates properly.
See the comments in tilebuf.cc for details. The mask tile itself can be
adjusted to change the water level, but the parameters to
SubmergedTileBuffer will need to be changed to compensate depending on
what the new art looks like.
|
|
|
|
|
|
|
|
| |
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. :)
|
|
|
|
| |
Move grass tiles into subfolder floor/grass.
|
|
|
|
| |
As usual, the old tile can be found in the UNUSED folder.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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. :)
|
| |
|
|
|
|
| |
Move the old tile into the UNUSED/monsters folder.
|
|
|
|
| |
Oh, and I forgot to remove the old rslow tile in my last commit.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
The large one looks a bit too burly, the small one really puny.
A combination of the two would be ideal.
|
|
|
|
| |
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
| |
|
| |
|
|
|
|
| |
Move the old turtle tile into UNUSED/monsters.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
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...)
|
| |
|
| |
|
|
|
|
|
|
| |
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%.
|
|
|
|
| |
When it comes to drawing waves, deep water always trumps shallow water.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.)
|
|
|
|
|
|
|
|
| |
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?
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
It should be much easier now to sift through the monster tiles for the ones
I'm looking for.
|
| |
|