[b]Development has stopped, I haven’t played Cataclysm, or worked on this project in 3 weeks.
My Real Life situation has changed and I no longer have the chunks of free time I was using to work on this tileset, so I’m being “that guy” and shutting down before the project is finished.
If it helps any of you out there working on your own tiles, I’m posting my raw tileset graphics file. GIMP format with way too many layers.
Probably won’t help much vs. modifying the .png version, but you do get the chance to manipulate alphas on several tiles that would otherwise need to be recreated.
tinytile.xcf
Licensing and usage permissions to match the general cataclysm dda project. Some elements derived or copied from the original game graphics resources.
[/b]
I’ve been posting to the Tileset project thread over the last couple of days, but think that I’ve now reached to point that I should be posting these updates to a separate thread.
Basically, This is a 16pixel square tileset based on the stock example provided with the latest experimental versions. The game is playable, most terrain and environmental effects are in place, vehicles are displayed (there is wierdness due to that part of the game being incomplete), All monsters have a sprite (Not necessarily a good one, poor Pink Mi Go and Constipated Wolverine Bear in particular). All items are in the tileset, but use a rendered version of their ascii representation.
As things stand, only CBMs and some of the Strange Temple items Artifacts and recently added items should still have the dreaded Pink mark of defaultness. But I haven’t extensively tested beyond running my characters around the game world.
Download Here, simply unzip and drop the 2 files into your /gfx/HoderTileset folder.