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#1 |
Knight
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FAangband - 64 x 64 graphics
The long intro text can be read here: http://angband.oook.cz/forum/showpos...29&postcount=1
The short intro text is as follows: Assuming FAangband is a non-profit game, the following tiles posted in here can be used freely within FAangband and other Angband variants as long as they continue to stay non-profit versions. The tiles painted for FAangband is likely to be added into the tilesheet being constructed for Angband V these days. Should FAangband want to go commercial, a non-exclusive license will have to be acquired in order to continue using the tiles. I'm not doing this to be an ass, I do it simply because I think it is "unfair" to have my tileset used for free if you aim to make money from your game.
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. |
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,564
Donated: $60
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Brilliant, thanks - I'll put together a list of the extras needed some time soon.
As far as the licence goes, FAangband will become a paying game over my lifeless corpse. I assume you're also OK with the tiles being used for my fork of FA, Beleriand? That may also add a little terrain, but it will probably also be largely a subset of what is needed for NPP.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#3 |
Angband Devteam member
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Can anyone else see this turning into shocklib, the tiles library for angband and its variants?
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"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles |
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#4 | |
Knight
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Quote:
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. |
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#5 |
Unangband maintainer
Join Date: Apr 2007
Location: Sydney, Australia
Age: 49
Posts: 872
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It's worth pointing out that Nick lives within half a days drive of me, and there's a lot of desert around to hide bodies in...
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The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more- In UnAngband, the level dives you. ASCII Dreams: http://roguelikedeveloper.blogspot.com Unangband: http://unangband.blogspot.com |
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#6 |
NPPAngband Maintainer
Join Date: Dec 2008
Location: Stat Gain, Angband
Posts: 926
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That sounds great. It would make it much easier to add new tiles rather than the current system. I would code it if I knew how. Maybe this question should go on the development folder, but what changes would have to happen to that each tile was it's own file?
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NPPAngband current home page: http://nppangband.bitshepherd.net/ Source code repository: https://github.com/nppangband/NPPAngband_QT Downloads: https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57 |
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#7 |
Adept
Join Date: Jan 2008
Posts: 135
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I haven't actually looked at the code, but I imagine each in a seperate file would result in simpler code - no need to break down the images internally. On the other hand, it would increase both memory and HD storage space due to each tile/file having its own overhead. That is presumably why the current system was implemented in the first place.
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#8 | |
Angband Devteam member
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Quote:
I've been thinking about this quite a bit - I think we need to stay clear of using any kind of index numbers. To specify exactly what each tile represents, we should use a system like size-word1-word2.png For monsters, word1 is taken from monster_base.txt, and word2 is the monster name from monster.txt For objects, word1 is taken from object_base.txt, and word2 is either an sval (from object.txt) or an artifact name (from artifact.txt) or a flavour (from flavour.txt). We probably also need a word1 "meta" for tiles which are neither objects nor monsters, e.g. 32x32-meta-pile.png 32x32-meta-unknown_object.png 32x32-meta-trap_border.png etc. I guess we'll need to turn spaces in names into underscores, and dispense with the single quotes in artifact names. This way anyone can contribute a single tile by calling it 32x32-sword-dagger.png 64x64-dragon-baby_green.png or whatever. It will certainly take up a lot more disk space, but it should be considerably more flexible for adding and changing individual tiles. Thoughts?
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"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles |
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#9 |
Knight
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object_food_beef_jerky_1.png
object_food_ration_1.png object_artifact_phial_of_galadriel_1.png trap_spell_rune_of_teleportation_1.png terrain_wall_dungeon_lower_1.png (bottom of the 2.5D wall) terrain_wall_dungeon_top_1.png (top of the 2.5D wall, the part that would render partially ontop of player/npc/any object that was standing to the north) terrain_floor_dungeon_1.png weapon_sword_falchion_1.png dragon_ancient_multi_colored_1.png spiderkin_unique_ungoliant_1.png spiderkin_spider_mirkwood_spider_1.png Then either have the code downsize the graphics from 64x64 to 32x32 or smaller, or stick 64_ or 32_ to either the beginning of the file or the end of the file. Obviously, having the code downsize the graphics from 64 to smalles would mean a smaller .zip to download for the players. As you see, I've ended each file with _1 , incase I go mental and decide that I want to make many versions of the same tile. This would be somewhat fun, as you could then call for the image of a broken sword, a rusty sword, a new sword, a sword that has flames running up it's blade, a sword with dripping poison etc.
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http://www.rpgartkits.com/ Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website. |
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#10 | |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Quote:
Without much thought put into it, something like this...each tile size gets it's own folder, each tile type gets it's own sub-folder, each tile is named by index number plus descriptive name (just for ease of editing, doesn't need to be exact). Thus 32x32/monsters/001-Filthy_Street_Urchin.png and 32x32/monsters/001-FSUrchin.png and 32x32/monsters/001.png would access the same tile. Admittedly, I've no idea of the advantages/disadvantages of multiple folders, long file names, etc... anything really.
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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Tags |
64 x 64, angband, faangband, graphics, tiles |
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Thread | Thread Starter | Forum | Replies | Last Post |
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[O] Graphics? | hero | Variants | 4 | September 8, 2007 23:40 |
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problem with graphics | mjtokarski | Vanilla | 11 | July 8, 2007 00:40 |
Cannot initialize graphics | katkt | Vanilla | 2 | June 14, 2007 23:05 |