[v1.0.1] Old RPG Tileset & Darkwood UI

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darkgod
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Re: Old RPG Tileset/GUI - updated for beta 37

#91 Post by darkgod »

done :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

daftigod
Archmage
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Re: Old RPG Tileset/GUI - updated for beta 37

#92 Post by daftigod »

A+ service. would recommend to others :mrgreen:

now go check out the rogue survivor pack, it's new and exciting!

naptimeismagic
Low Yeek
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Joined: Fri Jan 06, 2012 8:42 pm

Re: Old RPG Tileset/GUI - updated for beta 37

#93 Post by naptimeismagic »

Just started ToME a couple days ago. I didn't think I could love the game any more, but your tileset proved me wrong. Totally loving the new look, thanks!

daftigod
Archmage
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Re: Old RPG Tileset/GUI - updated for beta 37

#94 Post by daftigod »

Here's some more pics showing the current level of quality in the pack if anyone was curious:
Attachments
maze.png
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arenamyrmidons.png
arenamyrmidons.png (215.96 KiB) Viewed 9492 times
lasthope.png
lasthope.png (251.24 KiB) Viewed 9492 times

yufra
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Re: Old RPG Tileset/GUI - updated for beta 37

#95 Post by yufra »

This looks fantastic, I am going to have to try it soon. :D
<DarkGod> lets say it's intended

jotwebe
Uruivellas
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Re: Old RPG Tileset/GUI - updated for beta 37

#96 Post by jotwebe »

Heh, your necromancer there reminds me: made a lich doll yet? :D
Ghoul never existed, this never happened!

daftigod
Archmage
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Re: Old RPG Tileset/GUI - updated for beta 37

#97 Post by daftigod »

here's a simple recolor test. when he's fully armored, there's not much left showing his lichness, but the eyes and hair still kinda make it noticeable at a glance.
base_cornac_lich_01.png
base_cornac_lich_01.png (11.29 KiB) Viewed 9405 times
there are a few other methods to go about it. you could make an overlay for each race that just effects the skin/eye/hair color. or you could make a new lich race with a new base sprite. all liches would look the same in that case though, irregardless of what race they were originally. as usual, whatever the team decides to do, i'll follow their lead within a week or two of the next beta :)

thanks for all the nice comments everyone! i'm glad you are enjoying the set!

daftigod
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Re: Old RPG Tileset/GUI - updated for beta 37

#98 Post by daftigod »

ImageImageImageImage
ImageImageImageImage
ImageImageImageImage

jotwebe
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Re: Old RPG Tileset/GUI - updated for beta 37

#99 Post by jotwebe »

or you could make a new lich race with a new base sprite. all liches would look the same in that case though, irregardless of what race they were originally.
That's how the shockbolt tiles seem to do it anyway. I think the spell just changes the race to Undead/Lich, so you might have problems finding out the original race anyway.
Ghoul never existed, this never happened!

rascyc
Wayist
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Re: Old RPG Tileset/GUI - updated for beta 37

#100 Post by rascyc »

I really like this tileset, and can see myself using it 24/7 in the future. One nitpick I had that really put me off early game is how much smaller some monsters are compared to you, to the point that sometimes I wouldn't even register them.

I'm not sure what to do there, stuff like trolls and molds are so much smaller, but it might just be my nostalgia from older games when they were much bigger.

Canderel
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Re: Old RPG Tileset/GUI - updated for beta 37

#101 Post by Canderel »

2 suggestions.

1 Make the music a *different addon*
2 Also update it's link at the front of the page (though we may get an addon section soon)

daftigod
Archmage
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Re: Old RPG Tileset/GUI - updated for beta 37

#102 Post by daftigod »

Thanks for the feedback guys!

Yeah the monster sizes have been a common complaint I've been hearing. I originally envisioned a tileset where weak monsters are smaller than stronger enemies, to make the strong dudes stand out in a mob, but it doesn't seem to work out on today's ultra high resolution monitors. The small slimes, worm masses, trolls etc were chosen on purpose because of their size to be honest. I guess a few of them could stand to be enlarged a bit!

I really wish ToME had zoom mode for the scroll wheel to help out this situation. It would also help to fix the problem that some people on smaller displays have when going from "explore mode" to "fight mode" in the game. Even 48x48 doesn't show my whole LOS on this crappy 1440x900 screen.

jot - I finally found the lich tile in the shockbolt set, buried in the skeleton folder. :) You right, one size fits all so i'll try to find something approprate

edt - how's this?
base_lich_01.png
base_lich_01.png (3.06 KiB) Viewed 9278 times
base_lich_01_robe.png
base_lich_01_robe.png (3.78 KiB) Viewed 9278 times
rascyc - the old snes resolution was 256x224! hehe I know what you mean though, I'll see what I can do about it

canderel - i think all pages with the link are already updated. the blog post and this thread should have the most recent download link only. i'm reworking some of the music currently but it'll definitely be a separate addon, like you suggested! more diversity on the addon page!

jotwebe
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Re: Old RPG Tileset/GUI - updated for beta 37

#103 Post by jotwebe »

daftigod wrote:... awesome lich...
:shock:

:shock:

:shock:

Nice and scary.

Although I can't quite figure out what the teal bit around his/her neck is supposed to be. An amulet? Lower jaw?
Ghoul never existed, this never happened!

Phillag
Posts: 1
Joined: Fri Jan 20, 2012 5:56 pm

Re: Old RPG Tileset/GUI - updated for beta 37

#104 Post by Phillag »

It's a really neat tileset, but when I play, my character is still an @ even though the environment has changed around him. How do I make my character actually look like a person? :\

daftigod
Archmage
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Joined: Fri Feb 18, 2011 6:15 am

Re: Old RPG Tileset/GUI - updated for beta 37

#105 Post by daftigod »

was supposed to be an amulet of some sort, i guess. just something to make it stand out a little from a distance. thanks for pointing out it's ambiguity though :) therefore now it's a lower jaw! hehe
lich_final.png
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dreadfell.png
dreadfell.png (131.85 KiB) Viewed 9223 times

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