I read a question on items which take up multiple tiles, like beds and benches?
What about just generalizing the tiles?
Like make a bench be several vertical slats of wood (Kind of like a locker room’s bench)
and beds could just be the mattress with no pillows or sheets or ‘edges’ (Just some indentations for where the springs are in the middles)
They should still be easy to Identify visually and be able to be added easily without looking weird when viewed from any angles.
I have seen it done before, and it typically works well.
Yeah, sure. I’ll send out my full list of hardcoded objects It’s rather lengthy heh
What I have so far:
Explanation and example snippit
Multitile Object Requirements:
Tag in JSON file: "multitile": 0 or 1 (default 0)
A 1 fully enclosed center tile
B 1 corner tile
C 1 t-connection tile
D 1 single width edge tile
E 1 end tile
F 1 unconnected tile
"additional_tiles":  - Contains an array of extra tile references to display as each of the 6 above tiles.
If "multitile": 1 then the tile definition's "fg" and "bg" tags are ignored in favor of the contained tags,
unless one of the 6 tags is not specified, in which case it is set to the tile definition's values.
Something being multitile automatically assumes that some of its tiles can rotate; all but A and F in the above list.
Things that can be multitile:
Just about any terrain, though the majority will look better as just tiles and not contextually placed
Some fields (actually, pretty much any of them should look okay as a multitile except maybe the gibs)
Some Furnitures (beds, tables)
Tag in JSON file: "rotates": 0 or 1 (default 0)
Tiles that rotate will check for the appropriate rotation and change their display automatically.
"comments": "the <id> tag is required, but no other tags are required and will be set to default values of 0, 0, 0, 0, and  in order. ",
"more_comments": "<fg> is the tile number of the foreground tile, drawn second. <bg> is the tile number of the background tile, drawn first.",
"even_more_comments": "<multitile> will automatically set rotates to true and then skip <rotates> tag. <additional_tiles> tag contains tile references",
"multitile":0 or 1,
"rotates":0 or 1,
Galenevil - is there any plan or ability to add multiple icons to a single monster (at least), and have it randomly choose which one to use when created? It would, in my opinion, add quite a bit to the monster horde if we could have a bit of graphical variety.
It’s not in the plans at the moment, hadn’t thought of it hehe. It is definitely doable so I’ll add it to my list as it seems like a cool feature. May not be going into the initial release if I start getting close to the wire.
Ill make say 5 variants of each monster if you want an idea of how many variant skins to code in Galen. Does the furniture and blood and stuff like that record what tile it is standing on? So I can give it a transparent background. Would it be possible to add seasonal variants to trees and triffids? Eg in summer they are deep green. In winter they have no leaves, In autumn they have red leaves etc Also I will make a new thread in The Lab for my own tileset.
@Samscale1: they do not directly record their locations, but it’s accessible through map::something(x,y). Seasonal variants would probably be easy enough to do, but like GG’s idea it will probably have to wait just a little while so I can get everything in the original plan working. Should mostly be just adding a few tags to the JSON and logic to handle it on my end. I’ll add it to the list of additional functionality I have going now so I can remember to work on it.
Edit: To prevent a dblpost just gonna edit this one:
Was unable to finish tile support last night, and I will have limited time to program over the next 5 days. I hope to use that limited time to its fullest and get this finished before I return on Tuesday though. I am heading to a family reunion for 5 days (today through Tuesday). The posted list should give any tile makers a good deal of stuff to work on though. I have one more tweak to add to the JSON files and then I will be able to post up the full list of tags and format, which I will do tonight after I get to my destination and can get it worked into the build.
For the moment, the only Terrain pieces that will be checked for multi-tile arrangement are Wall types, any that would have the ‘|’ (pipe) or ‘-’ (hyphen) symbols. Traps, Fields, Furniture can be multitilable and the support is there for it. Vehicle parts only need a single tile per visible part, and will be rotated as needed automatically. The reason for only walls being checked is because there are a lot of special cases that I need to work through to get everything playing nicely and I’ll need to test more to figure out all of the special cases.
Sorry for the additional wait, and thanks for the patience.
TGA IMHO is the best in terms of processing by many engines, however it makes sense when we talk about 3d games with many textures. Here, for pixel art, it usually does not matter, and it’s much easier to make .png transparency than TGA via alpha channels (at least in photoshop), so I would vote for png.
It’d be nice, but that’d take ages You can do that in your set if its possible. I’ll stick making the player sprite change on each profession[/quote]
Paperdolling isn’t TOO terribly difficult, especially with the lack of animation in Cataclysm. What you would do is have a base player sprite, and item sprites that are an overlay of sorts that go over it.
But if we go into so much detail for clothes, it would be weird if stuff like gender, mutations, race etc weren’t represented in the sprite. I think this kind of thing takes a lot more planning than you initially might think.