I am assuming this is probably hardcoded in some way, but going up elevation and having open space ends up looking like this. Quite an unpleasant surprise the first time I climb a downspout!
first, how did you manage to climb a downsprout, its related to having the z-levels on?.
second, air tiles are really a shock to the eyes, from dark to light it can be a surprise.
And as a suggestion, i haven been playing with the tileset, and i think it could use a little more of detail in the future, like each creature having its corpse tile, and maybe the char having different sprites based on the outermost layer of clothes being wear.
Rango, youāll need to have Experimental z-Levels on in the Current World tab of your settings, might need a reset if itās off. Then stand on a downspout and hit the < key, you can choose where to climb up to.
You can also examine a ledge to choose where to climb down, and jump in that menu (if you didnāt know that already).
i think it could use a little more of detail in the future, like each creature having its corpse tile, and maybe the char having different sprites based on the outermost layer of clothes being wear.
Each creature having a different corpse tile is totally feasible, but that needs someone interested in adding those.
Different sprites based on the clothes being worn is very hard, and maybe even impossible, depending on how itās implemented. RetroDays just doesnāt have enough detail for some of that.
I wouldnāt call it hard. The majority of the work will be code-side making the pack put on whatever texture when it needs to, which is what I would call the hard part.
The equipment will be hard to differentiate, I admit, on a small scale such as retrodays if my little test is anything to go by. But depending on your pixel scale you can either have barely recognizable clothing pieces or something people will generally agree on whatever it is.
Below is my little test. At the very bottom is the default pixel scale, 10x10 per sprite. In the middle bottom is 4 times the default pixel scale, 40x40 per sprite. The biggest is 8 times, 80x80 pixels. Admittedly it would look better if I had my own body to work on, but I wanted to use the default sprites as mannequins. Donāt mind the squares in the corners, they were scale helpers. And yes, you do need to zoom way the flip in to see the stuff on the default sprites. For some reason my image editor didnāt want to save at the crisp highest quality it usually does.
This is exactly what I mean when I say hard. If you just want to see that the character is wearing something, itās easy. But if you want to have what theyāre wearing in any way distinguishable aside from color, you really canāt. Then there are also things such as backpacks and scabbard and other odd clothing pieces, that you canāt represent at all really either due to the facing of the character or their size.
i can finally post in this thread again now that iām back from RLC! so i asked around a little, and as far as I know, the color of the sky on higher Z-levels can only be changed in the code. while i support the idea of having a gentler sky color for my retrodays work, thereās approximately a 0% chance that that work could actually get done by me. thereās a reason iām doing tileset work and nothing else
so i guess if anyone else is capable of doing that work and wants to work with me, get at me, but otherwise i see no way to change the sky color from my own position.
as far as I know, the color of the sky on higher Z-levels can only be changed in the code.
Itās just that light blue tile there (index 10, tile #11), unless youāre looking for something else.
oh, hello, silly me. well yeah, thatāll be trivial to fix then. iāll resume work on the tileset as soon as iām able to
Iāve put pictures and links for both of the tilesets thatāve cropped up ITT into the OP, with credits given to you both. Thanks everybody!