Tiles - Grass/Sand/Snow Path Edging (*56K Warning*)

Discussions of the development process of the game.

Do you like these edits?

Yes - Version 1 Edits
2
20%
Yes - Version 2 Edits
6
60%
No
0
No votes
Unsure
2
20%
Needs more tile edits
0
No votes
 
Total votes: 10

Taledus
Posts: 239
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Re: Tiles - Grass Paths & Water Edging

Post by Taledus »

tek - I haven't looked at all of the maps but the ones I did look at I saw none that had water tiles on them. I will check more into what is currently in the maps with water...but the same tiles that I used for the water are also used in the paths, so if nothing else they can be used just for the paths.

Edit: You're right, the water tiles do look better than what I edited. I really don't see how I overlooked an entire section of maps called waterway :/

The tiles are on map_tiles_2_3 that are used in the edges for the water...they really should be on the same tile sheet as the other path ones though...I overlooked those as well :/ I still think the grass edits might be of some use...On the second go-a-round for editing the tiles I tried to mimic an inverse effect of the path shading that is already used, just for the grass for a more broader use of the tiles.
Pyrizzle
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Re: Tiles - Grass Paths & Water Edging

Post by Pyrizzle »

Please add the Edits so i can see what version i am voting for.

Edit 1
Edit 2
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Player Name:Pyro
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May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Taledus
Posts: 239
Joined: Tue Aug 07, 2012 2:57 pm
android_version: 4.0

Re: Tiles - Grass Paths & Water Edging

Post by Taledus »

I'm not sure what you mean Pyrizzle. The tilesheet has both grass tile edits on it, version 1 on top, version 2 on the bottom. The first example image is using the top tiles on the sheet, and the second image is using the bottom tile on the sheet.

After I create a few more tiles I will update with separate tile sheets and examples following each sheet so it will be easier to follow. I only thought that having them both side-by-side might show a good comparison of the two sets.
Pyrizzle
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Re: Tiles - Grass Paths & Water Edging

Post by Pyrizzle »

Taledus wrote:I'm not sure what you mean Pyrizzle. The tilesheet has both grass tile edits on it, version 1 on top, version 2 on the bottom. The first example image is using the top tiles on the sheet, and the second image is using the bottom tile on the sheet.

After I create a few more tiles I will update with separate tile sheets and examples following each sheet so it will be easier to follow. I only thought that having them both side-by-side might show a good comparison of the two sets.
Nevermind i get what you are saying now. Sorry. :mrgreen:
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Taledus
Posts: 239
Joined: Tue Aug 07, 2012 2:57 pm
android_version: 4.0

Re: Tiles - Grass Paths & Water Edging

Post by Taledus »

Alright I edited a few more angle grass tiles, except instead of a 45 degree angle in half I have 4 that are 3/4 of the way with grass, and 4 that are 1/4 of the way with grass:
Image

As you can see the result for the additional tiles is good...except for the connections (zoomed in):
Image

If I were to make all the tiles needed for the additional connections to go along with these I would be increasing the 32 grass tiles to a total of about 256...so I am just going to leave the original version 2 grass tiles alone and not worry with making any more. I can't think of any other edits that I could make in order to go along with these, that were flexible, and wouldn't require an exponential number of cross-edits in order for them to work with all other tiles...it's just illogical to do that.
Taledus
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Re: Tiles - Grass/Sand/Snow Path Edging

Post by Taledus »

Updated original post. Please see modifications.
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fiernaq
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Re: Tiles - Grass/Sand/Snow Path Edging (*56K Warning*)

Post by fiernaq »

Wow. Version 2 of blackwater looks MUCH better. I couldn't really tell much difference on the grass example you did but on the snow part it really stands out.
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buddyCasino
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Re: Tiles - Grass/Sand/Snow Path Edging (*56K Warning*)

Post by buddyCasino »

Great work, especially on the BWM tiles!
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Taledus
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Re: Tiles - Grass/Sand/Snow Path Edging (*56K Warning*)

Post by Taledus »

fiernaq wrote:Wow. Version 2 of blackwater looks MUCH better. I couldn't really tell much difference on the grass example you did but on the snow part it really stands out.
The grass tiles you probably wont be able to tell, until you try to combine the dirt path with anything else. The difference in the tiles looks like this:
Image
The dirt path can essentially be put on top of any base tiles and fades out in order to blend in. You can have a dirt path on top of sand, snow, grass, etc...but there are no other tiles that allow for paths (like if I wanted a brick path through the grass). However, my edits allow for the grass tiles to support any base tiles by fading in, if that makes sense. This method would allow for the grass tiles to have any type of base path, as in the example on the Version 2 Edits Example posted on the first post.

Since I have Grass/Sand/Snow tiles that appear in this way, I can actually take another base tile, such as the lighter colored grass tile, copy the layer effects, and have a lighter colored grass that would allow for any path to be created.

If you'd like to see another base tile have the same effect as what I have edited so far, tell me which base tile and I will work up a custom example for it...it only takes like 5 minutes to do.
Taledus
Posts: 239
Joined: Tue Aug 07, 2012 2:57 pm
android_version: 4.0

Re: Tiles - Grass/Sand/Snow Path Edging (*56K Warning*)

Post by Taledus »

Here is a better example. Putting the rough map together took longer than making the tiles.
Lighter grass:
Image

Lighter grass example:
Image
I can take any base tile and make the layer edits to produce any number of base tiles that can have any path go through them.

Edit: I think my 45 degree angles have too much of a defined edge. The same number of pixels have fading, but because they are at an angle I should have used a few more pixels in the fading...like 3 more. I will re-work these later on this evening or tomorrow.
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