Re: [WIP] Mine Tileset
Posted: Tue Oct 23, 2012 6:55 am
This is indeed shaping up very nicely. That pit area chasm area looks very exploration worthy. Kind of gives me an Ultima Underworld vibe in the good way.
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The pits consist of 5 basic tiles only - corner, side, outer corner, endcap and empty tile. Since the floor doesn't tile in all directions I needed 4 of each to make sure there are no texture seams. Except for the empty tile of course. You can place several of these on a single square if needed to build any pit you want. I didn't make the lower part yet, only tested that it works. And yes, it will basically be the same.LordYig wrote: I'd like to hear how did you manage to make the pits ?
Did you build every combination of wall numbers for the pits ? a single wall, dual, three, etc... ?
Did you build the same for the ceilling pits so the lower level looks exactly the same has the upper one ?
Or am I wrong ?
More generally speaking, I would love to read advises from you about constructing a basic tileset...
I mean basic advise, errors to avoid and the like...

Thanks for the explanation Phitt.Phitt wrote:The pits consist of 5 basic tiles only - (...)
Could you do what you guys do to make shopkeepers and racing snails and such? Add a "false" to the onClose line to prevent it from happening?Neikun wrote:Deadlylama wrote:nice idea, but how would it then close again?Neikun wrote:Once we get cracking on animations, I'd like to see a floor_pit who's trap door opens like falling debris. :3Yes. lolKomag wrote:I assume it wouldn't, it would just have to be a "once" thing
He does, however make a valid point, as I'm sure without a file for close animation, it'll crash the editor.
The close animation can be an animation where nothing happens, I think
I could only quote.podbelski wrote:just passing by
man, your mine tiles are outstanding!