I saw the thing about starting the release process for 0.C, and I’ve been playing the game again lately, so I’ve updated RetroDays. I know there isn’t a freeze just yet, but hey.
As usual, all new tiles are accounted for (as of the experimentals a couple of days ago), but I made a few changes too. I mean, I often tweak and fix things as I go - as I play the game more and see new ways in which certain tiles are used - but there were a couple of more noticeable ones this time.
I changed windshields so that they’ll look a bit more reasonable in a vertical line, largely because they didn’t look right on things like buses and luxury RVs before - vehicles with windshields down their sides.
I also gave all (deciduous) trees seasonal variants, so now you get autumn colours and skeletal branches in winter. This was mainly prompted by the Blackjack Oak going in, as that’s definitely a deciduous tree, rather than just a non-specific “tree”.
I wish my vision was 20/20 so i could enjoy this tileset, lol.
Its a great tileset, but so difficult on the eyes sometimes. The zoomed in version exists, but it results in more “empty blackness” between the details, it would be awesome if you could find the time one day to make a proper zoomed in version that contains more detail in each tile. So the general feel is the same as the zoomed out version with lots of details and colors.
Even if it is simple (just adding more strands of grass to the grass tile, etc)
No plans for that (from me at least), sorry. It’s made as a 10px tileset, and that’s the version I use personally. The 20px version exists because it’s easy to double the size and save it out, and some people want it.
BrownLikeBears sounds like exactly what you’re after, though - and I see you’ve posted there.
Zombie boomer’s sprite looks really similar to zombie hulk, I think I mistake hulk for boomer once, the end result isn’t that good.
Zombie hulk is really rare, and I think it’s important to be able to identify them on first sight with 100% accuracy.
Could you change how hulk looks ?
There’s no similarity between pink colors for hulk or boomer.
They have different skill, Hulk has Smash, big HP and fast speed, Boomer only has Boomer special attack.
Zombie scientist, zombie technician, shocker brute and shocker zombie drop CBM and have ZAPBACK defense skill so I can understand if they have same color.
I do my best to give monsters the same colour as they use in ASCII so that they match up to the ‘monsters visible’ thing in the sidebar, though looking at the json now, the hulk is listed as magenta (and white, but I don’t do different background colours for monsters, of course), while the boomer is listed as pink.
But then pink in-game looks like magenta to me, and magenta in-game looks like… something else, so I don’t know; it’s confusing. I was referring to the standard hex colours when working on those, so I probably got things mixed up.
I’m not working on an update right now, but I’ll give it some thought (and probably give the hulk the same colour as the shrieker, since they’re both listed as magenta).
I saw that the content freeze for CDDA 0.C stable is on, so I updated RetroDays to be ready for it. It’s not that long since I last updated it of course, so fortunately there wasn’t much to do.
All new objects accounted for as usual, and a couple of minor changes to existing tiles; notably I did end up making the zombie hulk pink rather than magenta.
I just updated RetroDays for the new stuff in the experimentals; getting the PR up now… hopefully. GitHub seems to have updated and it’s not working the way I remember it.
Along with the new tiles for new stuff, I also made multitiles for bile, acid, slime, etc. I’m pretty happy with how those turned out; don’t know why I didn’t try it earlier. I also gave spider-webs multitiles though, and I’m not sure about those yet; they may be subject to change.
I’ve also got a small bonus thing to release as well. I’m still packaging it up but that should be later on today.
Alright, here’s the small bonus thing I mentioned earlier. For a while now I’ve been using a very slightly altered version of the “RetroASCII” font (that RetroDays uses for fallback tiles, floating combat text, etc) as the overmap font, so it’s nice and square rather than being stretched out vertically as it is by default. Here’s a picture of it in action.
You can see the slight alteration there; the hash (#) was replaced with the spiral tile I use in RetroDays for “unseen” areas. I find it easier on the eyes, personally. I’ve been meaning to put it out there for other people to use too if they want, so here it is:
Nice work Antistar, this is definitely my go to tileset. I like that at 20px things are a decent size for my 1920x1080 screen and everything is easily distinguished, unlike most others IMO (except the moose I think? Snuck up on me a few times).
I was just curious if you had considered adding snow tiles? It’s kind strange wandering through a snowstorm and it looks like a nice summers day lol.
And you mean winter variants of more tiles? There are some already; mainly for deciduous trees. I have considered adding more, in the form of snow-covered variants of certain tiles - but so far I’ve decided against it. The tileset is made at 10px (and that’s how I use it), with the 20px version being a sort of bonus.
With only 10x10 pixels to work with, it’s pretty difficult to take an existing tile and change it so that it looks snow-covered while still being recognisable and distinguishable from surrounding tiles. Just making common terrain tiles white would also clash in a lot of cases with the usually grey fungus-related tiles.
I’ll still keep it in mind, but for now; probably not.
And you mean winter variants of more tiles? There are some already; mainly for deciduous trees. I have considered adding more, in the form of snow-covered variants of certain tiles - but so far I’ve decided against it. The tileset is made at 10px (and that’s how I use it), with the 20px version being a sort of bonus.
With only 10x10 pixels to work with, it’s pretty difficult to take an existing tile and change it so that it looks snow-covered while still being recognisable and distinguishable from surrounding tiles. Just making common terrain tiles white would also clash in a lot of cases with the usually grey fungus-related tiles.
I’ll still keep it in mind, but for now; probably not.[/quote]
My quick and dirty (i.e. shitty) attempt at what I meant by snow tiles on the left side.
I just used good old paint and MShocks snow ingame. I then just pasted the fungus stuff onto it, filling in the black parts with the pencil while leaving a 2 pixel border around them. Idk, what do you think? I thought it looked ok and they stand out to me.
I wouldn’t make them big white blocks like that if I did it, as it would clash with the rest of the tileset; black is the background for the vast majority of it.
An example of what I was talking about would be taking the grass or dirt tile and changing its colour (not the black background) to white.* That would look very similar to some of the fungus terrain tiles though, as that’s what I did with them (only with light grey). Again, there’s only so much you can do with 10x10 pixels.
I mean I may still try it out at some point and find that it looks okay - maybe if I also tweak the fungus terrain to look more different at the same time - but I’m not planning to right now.
[quote=“Sabre, post:177, topic:5201”]Uh, you were meant to disregard everything but the snowy part, like I said quick and dirty.
I meant this as more inspiration rather than a “this is how it should be” kinda thing. :/[/quote]
No offense meant, though it’s hard to think of your screenshot as inspiration when it tells us nothing about how snow might look like if done “properly”.
Have you checked out Sparr’s iso-ization of your tileset? It’s in the latest experimental, but you need to add one maybe two files.
Playing around with this should give you a good idea of how to do manual tile rotation. It’s basically, add an array instead of a foreground and set rotate to true.
Thanks for the info. I think I saw something about it on the forum somewhere, but haven’t checked it out in-game or anything. It looks sort of confusing actually; if up is no longer up but actually diagonally up and to the left, I mean. Unless it doesn’t actually work like that; like I said, I haven’t tried it.
I’m not sure my artistic ability would be up to isometric, unfortunately - and I definitely don’t have time at the moment; I’m still trying to get a certain other project finished. Even more-so now that Fallout 4 is coming out near the end of the year (and the editor a little after that).