Oneiromancer wrote:
It would make more sense instead for there to be some kind of "tileset editor" where the architect can choose the tiles from a simple palette. They can then choose the 2x2 block they want to use and what color it would be. Probably not too difficult to implement...and actually I remember that someone else made a new tileset that was really strange, but he did it on his own and it actually replaced whatever the Level 1 tileset is.
Game on,
That would be me again
http://www.drod.net/forum/viewtopic.php?TopicID=926
I made a couple actually (and a few variations) There was an insanely colourful funfair/primary coloured brick thing for which I recieved a deserved kicking, and a padded cell tileset I was quite pleased with, but obviously wasn't offensive enough, since I didn't recieve a single reply
I've half finished a hedge-maze type tileset, but haven't touched it in ages. Maybe I'll have another look at some point. It was definitely more muted than previous efforts. DROD is a very stark game, and I think it would be nice to get some more natural looking tilesets in there. That'll only really be a possibility when we have a range of floor tiles/building elements to choose from, and shadows are seperate from the tiles themselves.
On a similar note, it would also be very nice if we could have double-resolution tiles (if the game ran at 1280x960, existing tilesets could be re-used at 2x magnification) Anyone developing a high res tileset would need to create a low res version as well. Intermediate resolutions would be more difficult, and would necessitate re-doing all the original tile art to support it. Current tiles are 14x14 pixels. For 1024x768 support, they'd have to be a maximum of 22x22. And of course for 1280x960, they'd be 28x28.
[Edited by StuartK on 09-14-2003 at 06:04 AM]