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  #46  
Old 09-30-2008, 09:04 PM
xXziroXx xXziroXx is offline
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Originally Posted by Draenin View Post
I don't see why people try to make the tiles first. Couldn't you just use the regular tiles and then replace them later with the .png of your custom tiles? Just addtiledef where necessary to get the job done.
Do you even realize that there are two different tileset types, and the newest one being the most easily customizable for new servers? There's no "default" version of that one, except one that doesn't have any tiles at all on it.
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  #47  
Old 10-10-2008, 12:17 AM
Arch_Angel Arch_Angel is offline
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Fl

Hello again. Been a while since anything has been posted here, but letting you know I'm back to being active again on Fantasy Life. I stopped for about a week or so due to a heavy schedule IRL, came back to notice none of my staff would get on anymore, so I then started to not even log on since I had nobody to work with. But now I'm just deciding to say screw not dev'ing because I feel lonely online. I'd still like to at least finish these tiles and progress the server even more. So I am now working on Fantasy Life a good bit again, and I'm also getting a new, fast computer. So It'll persuade me to be on more often (seeing as I have been using my moms for forever T_T )

I will be posting updates soon here, letting you know of some new development on the server. Also, will be posting a news bulletin on Graal Login sooner or later. Stop by some time! Or check out Fantasy Life's hirings.

Last edited by Arch_Angel; 10-10-2008 at 12:36 AM..
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  #48  
Old 10-10-2008, 04:03 AM
Arch_Angel Arch_Angel is offline
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Sorry for double post:

Here's a DEMO of the newer tiles made. Bottom right tiles I just finished. They will be added to and fixed up, as you can see there are some small tile errors in them. As far as that fence goes, its o.k. but regular up/down view needs edited a bit. Only tile that isn't newer is the roof on the N most of the screenie. Let some comments fly, especially on the bottom right tiles. Need opinions on those!

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  #49  
Old 10-10-2008, 01:58 PM
Angelu Angelu is offline
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redo the grass and change the color :O
it isnt fitting to the rest
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  #50  
Old 10-10-2008, 02:11 PM
xXziroXx xXziroXx is offline
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Agreed with Angelu, grass stands out too much now..
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  #51  
Old 10-10-2008, 03:09 PM
Codein Codein is offline
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In my opinion, the grass is FAR too detailed compared to the buildings and what not, which are pretty simplistic. Either make the grass less detailed (easy route) or give the other elements more detail (harder route). However, the route is also dependent on what your stylistic preferences are.
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  #52  
Old 10-10-2008, 04:10 PM
Draenin Draenin is offline
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Quote:
Originally Posted by xXziroXx
Do you even realize that there are two different tileset types, and the newest one being the most easily customizable for new servers? There's no "default" version of that one, except one that doesn't have any tiles at all on it.
Hm? Can you explain that more clearly? I still don't see why you couldn't just edit tiles individually and use them later in your completed tileset. That way you only have to make a few tiles for when you need them.

Also, those fences in the picture bother me. They're a little disproportionate, which could be a real problem later on if they're tiles and not NPCs. It's not the up / down tiles which look bad to me, it's mainly the ones going diagonal that look clunky. I just looked back at the original fence tiles for Fantasy Life, and they look tons better. They may need a tiny bit more depth, but they still don't look as awkward.

Last edited by Draenin; 10-10-2008 at 04:21 PM..
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  #53  
Old 10-10-2008, 08:33 PM
Arch_Angel Arch_Angel is offline
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Drae: Yea those little ones are still on the tiles, and the oens you see there, need adjustments of course..

Others: I also have some more building styles I want to make tonight or tomorrow. Then that'll leave us with 5-6 unique styles to add some recolors to. And at first, people liked the grass, but more recently I've been told to change it, so I will change that also as well. Any ideas on the color choice, I'll just go with a easy simple green, maybe even do it with two colors.

Codein: Style is supposed to be a mixture of things, but mainly simplistic. So I'll under-detail grass as well.
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  #54  
Old 10-11-2008, 01:26 AM
Draenin Draenin is offline
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Will your building tiles be stackable? (For making outside balconies and such without looking odd.) If so, that'd really work in your favor. Especially with squarish buildings.
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  #55  
Old 10-11-2008, 03:16 PM
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Quote:
Originally Posted by Draenin View Post
Will your building tiles be stackable? (For making outside balconies and such without looking odd.) If so, that'd really work in your favor. Especially with squarish buildings.
That's actually not a half bad Idea.. I thought of something to that extent with the roof tiles, where they can stack well and dip back down for a cool design.. I upload some concept work I am making up later to show you some of the newer ideas I have, and maybe make that balcony idea you had.
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  #56  
Old 10-12-2008, 01:05 AM
Draenin Draenin is offline
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Balconies are definitely the way to go. I'm really surprised how many one-story buildings I see on Graal servers, save for the ones that are really well-designed and have extra space on the roof. You can actually stack tons of layers onto buildings if you know how to place the tiles. It's really cool for making lots of deceptively-tall buildings.
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  #57  
Old 10-12-2008, 01:19 AM
Inverness Inverness is offline
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I tend to dislike tall buildings because they take up space behind the building. If the level editor had layering support this would not be a problem because the part of the building above the ground could be placed on a different layer then you could simply have a script that fades out that layer when you walk under the building.

Of course the more difficult way to do this would be to use an image. If the TDrawingPanel.saveimage() worked correctly I could make a script that would generate an image automatically based on an array of tile numbers that you can export using a button in the level editor. The code used to generate would be hashed so there are no duplicates created.
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  #58  
Old 10-12-2008, 01:35 AM
Draenin Draenin is offline
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Quote:
Originally Posted by Inverness
I tend to dislike tall buildings because they take up space behind the building.
It's really more useful for cliffsides or over water. It's not a technique you should use if you have lots of space that could be used in a better way.
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  #59  
Old 10-12-2008, 02:00 AM
Inverness Inverness is offline
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Quote:
Originally Posted by Draenin View Post
It's really more useful for cliffsides or over water. It's not a technique you should use if you have lots of space that could be used in a better way.
Well if Stefan would implement layering support we could do that even if we didn't have space.
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  #60  
Old 10-12-2008, 02:06 AM
Draenin Draenin is offline
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With the way Graal's level files are set up, a new level editor could probably support reading from a second set of numbers in the file which apply to what's on additional layers. I don't entirely understand why that's difficult to implement, but yes, it would be nice to see in the future.
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