Hi, Due to the great demand of help in the art area I started a new tileset. The first tiles are attached for first review and comments. I removed most of the other tiles to keep the tileset size small. There are some new ground tiles after the buildings and four water tiles near the end. I compiled it with the default settings for now, but this will changes when it's more complete and some questions have been clarified. Some basic questions: 1. Is there a documentation of the *.tsrc file out there? 2. I saw there is one section for each tile but the class is defined globally. The calls seems to me a property of the tile. Why don't you define class inside the tile section? 3. It seems that some tiles need a well defined position in the tile map. Which rules do I have to observe? 4. Which tiles are necessary (functional) and which are optional (only to beautify maps)? May I choose this on my own? Some engine questions: 5. Are we limited to 256 colors or may tilesets have more? How about alphablending? Currently you use only transparency but libSDL_image also supports PNG which have full alpha channel support. 6. How about tile size? Currently all tiles have the size 32x28. I draw all tiles with size 64x56 amd scale them down. Would it be possible to support larger tiles and scale them inside the program if necessary. This would allow map scaling in future. On high resolutions the tiles are quite small. 7. Would it be possible to create the hexagon form (with a mask operation) inside the program and use square tiles as source? This will make tileset generation more easy and avoid gaps between tiles due to scaling. Currently a tileset designer has to perform this mask operation on each tile (and for each size). And last but not least an feature request :-) Please add an additional layer for buildings, streets, rails, cannals and other things built by humans. Divide the ground from the buildings. This will have following advantages: - Tiles for buildings, streets, rails and cannals could be used on any ground without having a special tile for it. This will decrease the count of necessary tiles for this elements dramatically. - Map designer have much more freedom where to build roads and rails. - Pioneer units could be able to build and destroy streets, rails and cannals in the future. - Streets, rails could be shot at to disturb the enemies supply lines That's it for now ;-) Best Regards Matthias
Attachment:
grimm.tiles
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