Did you save any prototypes / work progress for this kind of ascending mountain path? I have a whole bunch of failed areas I save for documenting and I kind of feel bad if I lose old work so I keep it around if I can. These slopes / ramps / hills and stairs could prove really difficult to master without a bunch of trial and error and I suppose if a break through can be made with the open source Flare tileset; everyone can benefit.
True, although here is an example of taking one creature model and making it go the distance with recolours: https://www.patreon.com/thmod (The goat man clans). In this context one model can be made into ~half a dozen sub varieties decently. This could push the value of new / more animated monsters even further for adding more variety to existing animations and possibly giving more depth to potentially ~'bland' encounters. If say an 'off-colour' creature variety was thrown into the mix as a 'unique' / 'rare' creature; kind of like what Diablo and Path of Exile do to spice up their monster packs. Or say having different biome adapted creature sub varieties with say a 'snow' or 'desert' or a 'jungle' etc. version. Then I suppose it comes down to finding how little of a change is needed in order to make something feel different and or unique?
"I tried to do a multilayer mountain/cliff in my Wyvern clan map but failed totally, Flare is not good for that, so i settled for a semi illusion." -Danimal --------------- May you elaborate?
I succeeded in making multi-layering work for my test maps; but only after crashing head first over and over into brick walls until something had to give. Thankfully it was finding a way to do multi-layering area tile set art in Flare successfully XD.
I might have to try image editing to tint the weapons to get reskins or maybe re-texture the models and run new animation frames? I wonder if there is a bigger difference or if the colour tinting is close in terms of quality but possibly easier to produce? Iterate, iterate, iterate!:-).
Notice the ramp that goes up the 'bluff' / cliff in a switchback manner and does not use stairs but a smooth ascending stone paved road up to supply the castle for hundreds of years?
Now I can't build a proper castle if I can't have a proper way for carts and supply wagons to get up to the castle keep. Stairs don't make sense so I need to find a way to get the cliff faces to make a shallow ramp / triangle cut to create a shallow enough slope to pull supply carts and wagons up. It does not need to be fancy; it just needs to make sense with itself in a world context.
We all like swords and castles but there are lessons they teach when you try to understand how they were demanded, planned, constructed, renovated and operated in a middle ages kind of context. Thus I need to get some slopes, ramps for the hills (and hopefully more than just stairs) to build a proper castle / large settlement atop of a hill, cliff, bluff and or mountain.
Hmmn, I need to find a solution with the cliffs; maybe a shallow angled 'triangle' cut on mirrored in both directions to give an illusion of a slope at least a switchback slope to ascend a cliff face.
I might have to build this tileset feature of hills, slopes, ramps and probably stairs myself if I can't find help nor community interest.
I hope so. I am planning on building a castle on a small; 'bluff' / raised hill and I figure that I could use somekind of stairs to climb the two elevated levels; one for the outer ridge for the walls, and a second one for inner ridge for the ward and keep.
I worked with RPG Maker MV (and older from RPG Makers possibly 95 / 2k / 2003 / XP+) and the base versions of those game engines don't support avatar / tile height values but they do an illusion like with the Legend of Zelda 1986 dungeons with their item basement levels ( https://www.zeldadungeon.net/the-legend-of-zelda-walkthrough/level-1-the... bow room). As where the tiles give an illusion of height but in reality it is an optical illusion. I think something like this can be achieved in the Flare engine if there existed the graphical tiles to support such a hill, slope, ramp and stairs ~'optical illusion'. More testing is needed; iterate, iterate, iterate.
This looks relevant although I don't know / don't have confidence that Flare has tile + avatar height value system. I know Baldur's Gate and Age of Empires I and II has the system of height and avatar values for tiles you have shown. I think even some basic steps could work; even without a system of height and avatar values for tiles in the Flare engine. Although I think that it would be better to have more natural looking tile options for building hills, slopes, ramps and stairs for all of the Flare tilesets.
Did you save any prototypes / work progress for this kind of ascending mountain path? I have a whole bunch of failed areas I save for documenting and I kind of feel bad if I lose old work so I keep it around if I can. These slopes / ramps / hills and stairs could prove really difficult to master without a bunch of trial and error and I suppose if a break through can be made with the open source Flare tileset; everyone can benefit.
True, although here is an example of taking one creature model and making it go the distance with recolours: https://www.patreon.com/thmod (The goat man clans). In this context one model can be made into ~half a dozen sub varieties decently. This could push the value of new / more animated monsters even further for adding more variety to existing animations and possibly giving more depth to potentially ~'bland' encounters. If say an 'off-colour' creature variety was thrown into the mix as a 'unique' / 'rare' creature; kind of like what Diablo and Path of Exile do to spice up their monster packs. Or say having different biome adapted creature sub varieties with say a 'snow' or 'desert' or a 'jungle' etc. version. Then I suppose it comes down to finding how little of a change is needed in order to make something feel different and or unique?
Has anyone tested recolours / colour palette swaps and or colour tints for animation sprites like with Diablo I @ II style?
"I tried to do a multilayer mountain/cliff in my Wyvern clan map but failed totally, Flare is not good for that, so i settled for a semi illusion." -Danimal
---------------
May you elaborate?
I succeeded in making multi-layering work for my test maps; but only after crashing head first over and over into brick walls until something had to give. Thankfully it was finding a way to do multi-layering area tile set art in Flare successfully XD.
https://www.deviantart.com/withinamnesia/art/How-To-Multi-layer-Flare-Ti... Look carefully at this area map's construction in Tiled.exe.
I might have to try image editing to tint the weapons to get reskins or maybe re-texture the models and run new animation frames? I wonder if there is a bigger difference or if the colour tinting is close in terms of quality but possibly easier to produce? Iterate, iterate, iterate!:-).
You see this is the entrance to the Lindisfarne Castle a 16th-century castle located on Holy Island, near Berwick-upon-Tweed, Northumberland, England https://en.wikipedia.org/wiki/Lindisfarne_Castle Located in the reaving lands between England and Scotland.
Notice the ramp that goes up the 'bluff' / cliff in a switchback manner and does not use stairs but a smooth ascending stone paved road up to supply the castle for hundreds of years?
Now I can't build a proper castle if I can't have a proper way for carts and supply wagons to get up to the castle keep. Stairs don't make sense so I need to find a way to get the cliff faces to make a shallow ramp / triangle cut to create a shallow enough slope to pull supply carts and wagons up. It does not need to be fancy; it just needs to make sense with itself in a world context.
We all like swords and castles but there are lessons they teach when you try to understand how they were demanded, planned, constructed, renovated and operated in a middle ages kind of context. Thus I need to get some slopes, ramps for the hills (and hopefully more than just stairs) to build a proper castle / large settlement atop of a hill, cliff, bluff and or mountain.
Hmmn, I need to find a solution with the cliffs; maybe a shallow angled 'triangle' cut on mirrored in both directions to give an illusion of a slope at least a switchback slope to ascend a cliff face.
I might have to build this tileset feature of hills, slopes, ramps and probably stairs myself if I can't find help nor community interest.
I hope so. I am planning on building a castle on a small; 'bluff' / raised hill and I figure that I could use somekind of stairs to climb the two elevated levels; one for the outer ridge for the walls, and a second one for inner ridge for the ward and keep.
I worked with RPG Maker MV (and older from RPG Makers possibly 95 / 2k / 2003 / XP+) and the base versions of those game engines don't support avatar / tile height values but they do an illusion like with the Legend of Zelda 1986 dungeons with their item basement levels ( https://www.zeldadungeon.net/the-legend-of-zelda-walkthrough/level-1-the... bow room). As where the tiles give an illusion of height but in reality it is an optical illusion. I think something like this can be achieved in the Flare engine if there existed the graphical tiles to support such a hill, slope, ramp and stairs ~'optical illusion'. More testing is needed; iterate, iterate, iterate.
This looks relevant although I don't know / don't have confidence that Flare has tile + avatar height value system. I know Baldur's Gate and Age of Empires I and II has the system of height and avatar values for tiles you have shown. I think even some basic steps could work; even without a system of height and avatar values for tiles in the Flare engine. Although I think that it would be better to have more natural looking tile options for building hills, slopes, ramps and stairs for all of the Flare tilesets.
https://opengameart.org/forumtopic/working-on-a-swamp-tileset Are you still working on this amazing swamp tileset?
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