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Ideas from Sangbander (and possible participation)

Posted: Tue Jun 29, 2010 2:06 pm
by Angloki
IMHO very needed is more options in "m" (adding keybinds to spells/tricks): quick items like potions should have option to add and there definitely should be remove option.

Another thing is that the player can be targeted (by enemies) from behind the corner, which is a bit unusual for Angbander (but it creates more interesting/dangerous/exciting moments anyway).

I also offer some graphical contribution: I'm able to do fine pics for everything in this new ToME, just tell me in what format (&size, use of mask/alpha, etc.) should I do that. I would be very happy to do that and do that in quality.

(One thing: I'm glad to see new release of ToME, very glad indeed..)

Re: Ideas from Sangbander (and possible participation)

Posted: Tue Jun 29, 2010 2:33 pm
by Shoob
Angloki wrote:IMHO very needed is more options in "m" (adding keybinds to spells/tricks)
you can already do this, simply hit [ESC] and then keybinds, choose a change the keymap to for a quick talent to something and then apply that to that in the m menu. they are already bound to the 1-9 keys (not on numpad) at the start so you can use them there too.
Angloki wrote:quick items like potions should have option to add
already in too, you can bind them in the 'u'se menu to a key like you can do with talents.
Angloki wrote:I also offer some graphical contribution: I'm able to do fine pics for everything in this new ToME, just tell me in what format (&size, use of mask/alpha, etc.) should I do that. I would be very happy to do that and do that in quality.
images are in png format and are 32x32. nothing else special about them I think.

Re: Ideas from Sangbander (and possible participation)

Posted: Tue Jun 29, 2010 2:37 pm
by Angloki
Oh, pardon me, after spending 20+hours playing, I hadn't noticed. =>

About pics: if png, I presume there is some special color given as mask.

Re: Ideas from Sangbander (and possible participation)

Posted: Tue Jun 29, 2010 2:42 pm
by Shoob
that idk, DarkGod will have to answer that, I have just fiddled around with background stuff which is unmasked AFAIK... (I didnt do any work on masking what I have done and it works)

and no problem, live and learn (or die and learn to) we all start somewhere and right now there isnt really any documentation for T4 yet.

Re: Ideas from Sangbander (and possible participation)

Posted: Tue Jun 29, 2010 2:43 pm
by darkgod
*Zombie mode* Tillllless tillllleeesssss

:)

yeah I need to add a remove hotkey option, but I dont understand waht you mean for additing them, when you are in the 'm' menu jsut press the hotkey on a spell and it will bind it, same for the inventory screen BTW.

About the LOS, it's the best I found and I kinda grew to like it :)

As for your offers to make tiles, this is quite welcome indeed.
The format is simple enough, one png per tile, 32x32 (you could do 64x64 if you prefer, the engine will autoscale it but I dunno if it would be such a bright idea), alpha channel all the way (no masks).
To test them it is also ver easy, you the files in game/modules/tome/data/general/*/*.lua and add (or change) then image="" field.
I.E: If you wanted to give the stone troll an image, you open game/modules/tome/data/general/npcs/troll.lua, find the section about the stone troll and add a field: image="actor/stone_troll.png"
Then you make your image and put in in game/modules/tome/data/gfx/npcs/
Make a new character and behold your new tile :)

If you want to help you should start with the monsters that appear in the trollshaws (canine, trolls, ..) so we can have a sample of your style :)

Thanks!

Re: Ideas from Sangbander (and possible participation)

Posted: Wed Jun 30, 2010 3:00 pm
by Angloki
Thanks for guidance. When I'm ready with samples , I'll introduce them somewhere here.

Re: Ideas from Sangbander (and possible participation)

Posted: Wed Jun 30, 2010 3:15 pm
by darkgod
Thanks!

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 9:58 am
by Angloki
So far tiles for all "C"anines and "T"rolls are completed and tested.

I'll make "I"nsects, "#"plants, "r"ats and "q"uadrupeds and I'm done with sample. Btw new trees in b6 are luxurious!

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 10:01 am
by darkgod
I am afraid I have 0 artistic skill, I stole the trees :)
But I did program them to look un-tily ;)

Can you show us canines and trolls ?
I must go on a trip for 3 days I am too eager ;)

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 10:22 am
by Angloki
alright - in one hour (I'm sitting in front of an alien computer => )

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 11:00 am
by darkgod
Ok :)

Alien computer ? Oh my! THEY ARE COMING !!
/me casts disruption shield
/me casts time shield
/me casts displacement shield

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 11:34 am
by Angloki
Here come the Canines and Trolls:
// pic is twice bigger than gameplay graphics to see more detailed tiles //
// canines need some outlines and all the creatures should be more diferentiated colorwise IMO //

Image

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 12:09 pm
by Antagonist
NICE.

You said you may contribute and you actually do.

By the way, theres a few other improvements I've been pondering, but neither me or DG being an artist kinda makes it harder to implement. This is completely optional tho, I am just throwing out ideas.
[*]Water-land border tiles. A tile for every possible land-water arrangement. Usually mostly rotated versions. Maybe as well for say wall-dungeon floor, hill-grass, etc.
[*]Wang Tiles. This is a method of aperiodically tiling an area with a limited set of about 13 tiles. Would look good and make say grass or dungeon floors more irregular without obvious patterns.
[*]More procedural tiles. Currently the water is procedural and animated, a basic ridge noise varying between white and blue. Can do MUCH better and apply it to a larger amount of animated or non-animated possibilities like color shifting enemies, lava, maybe even trees or plants themselves.

If you are at all interested, send me a message or come pop in to chat on IRC.

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 12:17 pm
by Taxorgian
Those look really nice! But... could you make the unique troll look more different from the others, perhaps by coloration? The purple now makes it easy to tell which one is the Big Nasty Bugger (and the unique dog IS easy to distinguish).

Re: Ideas from Sangbander (and possible participation)

Posted: Fri Jul 02, 2010 12:40 pm
by darkgod
Yeah I agree, I like the trolls, the canines have something I cannot stop maybe the fur too "linear" if you see what I mean ?
Anyway this looks very good.

I agree with taxo that Bill is not different enough, although I have some things in store for uniques, Antagonist made a "glow" shader that I plan to use on all uniques to make them easily distinguishable.

Well I look forward to seeing the rest then, if you still want to commit to making all GFX, you re welcome :)

And as antagonist says we could use some nice "shores" and better walls to make things look nicer, but at first monsters will do.

Thanks again, now I'll disappear for a few days! See you !