Tileset: first wave of graphic’s work almost finished

I’ve figured out how to organize tiles properly in DB files.. So soon I’ll pause photoshop work and would add all tiles to the game, to perform server restart. With my new idea (to organize DB files by hex strokes) we would be able to add more tileset anytime soon without messing everything up 😀 
 
Today’s Russian stream, added moar flowers (and discussed politics, so it wasn’t too productive this time 😛
 
 
psd updated (in ‘downloads’ section).

New PWMAngband 1.2.0 build 2 relased!

YAY! Powerwyrm made it! 😀 Now it’s possible to assign up to 65025 object’s images to the game World!

@Powerwyrm:

– Make book realms struct magic_realm
– Give spells a realm
– Remove class realms, replace class spellcasting stat with average of spellcasting stats
– Remove obsolete PRAY packet, use CAST instead
– Move books from object.txt to class.txt
– Add drop-base to monster.txt
– Monsters with “drop-base” drop random book based on depth
– Rename House of Arcanes to Bookseller
Redesign town_feat.txt and town_xxx.txt files to allow 255×255 different tiles in towns

I’ll finish new tileset asap to produce wipe&restart. Huuuge streams are coming!

And it’s not the end of good news.. I’ll share some more cool stories soon 😛

Tileset enhancement!

Great news! Powerwyrm invented new revolutionary feature to enhance tileset!

You can put anything in the “mask” parameter. Basically you have 255 types of terrain with 255 different flavors. If you have less than 10 flavors, you can simply put 1,2…9 as parameter for easier comprehension.

Old system:
– terrain.txt
name : generic tree

– town_feat.txt
feat : T : generic tree

– town_test.txt
D:####
D:#TTT#
D:#TTT#
D:#TTT#
D:####

Here you can display 9 generic trees. But you cannot distinguish them.

New system:
– terrain.txt
name : pine
name : larch
name : oak
name : cypress
name : cedar
name : maple
name : elm
name : eucalyptus
name : aspen

– town_feat.txt
feat : T : 1 : pine
feat : T : 2 : larch
feat : T : 3 : oak
feat : T : 4 : cypress
feat : T : 5 : cedar
feat : T : 6 : maple
feat : T : 7 : elm
feat : T : 8 : eucalyptus
feat : T : 9 : aspen

– town_test.txt
map:####
map:#TTT#
map:#TTT#
map:#TTT#
map:####

mask:####
mask:#123#
mask:#456#
mask:#789#
mask:####

Here you can display 9 different trees.

So now terrain would support 65025 different tiles (it was 255 before)!

Some explanation how it works in past stream in English:

https://www.youtube.com/watch?v=OWSgwMmMqX0

Tileset size increased to 4096×4096 -> .psd updated

What’s up

Hiho! We are alive, don’t worry 🙂 Game is running and you could continue to play it; at the same time I’m continuing to develop new tileset. Almost finished with graphics itself; so soon would start to bind it to object’s DB.

Sometimes I make pause in development cause my hand hurt, but it’s not the main reason why tileset work go slowly: at first I wanted to create really ‘tiny’ demo of custom towns; but when I started to work, I understood that it would be better to make everything properly and use all available tiles – currently we are limited to 255 terrain objects in town_feat.txt , so I’ll use them all.. till the time when I’ll be able to lift ‘255’ limitation myself, as Powerwyrm refused to do it in PWMA. Yep, it’s pretty sad.. We (me and Powerwyrm) got problems in communication recently, but I hope we would be able to restore cooperation in future.

You could watch tileset creation process at my youtube channels during live streams or watch videos afterwards:

youtube.com/GlazGame — streams in English (playlist)
youtube.com/StreamGuild — streams in Russian (playlist)

Soon ™ new world begin!

Female problem: god bless… wipes!

After past update (or previous?) we have a tiny problem – other players’ female characters are not drawn on the screen. To reproduce: simly look at any female Thunderlord warrior  – it would appear as black box. At the same time if you play such character by yourself – it would be ok, you would see yourself alright. So it’s not critical issue.
 
I suppose this problem appeared with new dragon breeds’ customization feature. I’ve tested server setup with purged save folder and everything worked fine there, so it would be fixed simply with character wipe (which would happen ~ this weekend).
 
It’s great to run a permadeath game as wipes do not hurt players at all. So it’s much easier to create major updates to the game engine (yay Powerwyrm!). I suppose it’s one of the reasons why online roguelikes traditionally is very conservative in development – to preserve character saves in right state… if you would add new object to DB in wrong place – you would ruin characters’ savefiles. We do not have this problem 😛 Even when there would be more players around – it’s totally alright to make wipes once upon a time if we would need it to add major features to the game. One character per account + permadeath = <3
 
At the same time, we are coming closer to new custom map, I’ve almost finished porting/resizing tiles – past stream in Russian: https://www.youtube.com/watch?v=LNBBc6RHBP4 , past stream in English https://www.youtube.com/watch?v=8Rr-qDj_-Yc. Stay in touch!

New PWMAngband 1.2.0 beta 7 released!

@Powerwyrm:

– Replace “in the town” by “on the surface” when a character is killed outside of the dungeon
– Fix client not displaying the last messages before death (hopefully for good this time)
– Change Shapechangers’ AC formula from (equip + race / 2) to MAX((equip + race) / 2, equip)
– Add parser errors for trying to add a “normal” or “always” entry for Black Markets in store.txt
– Add rarity and price factor to “normal” entries in store.txt
– Add potions of Healing in the Temple (with high rarity and price factor)

Also there is a secret hidden update… I won’t tell much except this: take extra precautions when fighting with the most faithful Dark Lord servants :E

What’s going on?

We got several good news (yay, no bad news yet! 😀 ):

  • Ilius made great stuff – export tool ‘TiledToAngbandExport‘ for ‘Tiled‘, which gives possibility to build maps ‘on fly’, from ‘Tiled’ friendly UI, without ASCII manual mapping;
  • Powerwyrm prepared a NASTY SURPRISE in upcoming update…  No spoilers, you’ll have to figure out this one by yourself. Also new store flags revamp announced;
  • I’m coming closer to finishing tiles import. Past stream in English:

New server

We moved to the new server to solve lags problem. So far we tried Amazon AWS and Microsoft Azure. This time we are at Google Cloud. It should be much better as it’s much more expensive 😛 Please report if you would notice lags @ discord.

To connect you should update the client or manually change IP:
35.198.122.234

HP bars: ave IDDQD!

 
While I’m working at tileset, I (just fo fun) replaced boring numbers with the legendary face 🙂 Tested it and it’s appeared to look quite good (especially when you are ‘R’esting from low HP hehe).

Also I got an alternative idea – to use lines: 

Not sure where to stop yet, would be glad to see your feedback.

To use new hp bar – update the client.

Gamedev stream and tileset worksheet

Today I’ve made my first ‘gamedev’ stream (in Russian this time, next would be in English), where I work with new Angband Online tileset:
https://www.youtube.com/watch?v=BT4SNLGA3mM

During this stream I’ve showed my Russian friends how to work with Angband tileset and afterward I continued to work with AO tileset redesign.

Also I wanna share my .PSD (photoshop) worksheet which makes work with tileset EZPZ. It’s got guidelines with coordinates at separate layers and some new tileset from genious Gervais. Feel free to download worksheet at our website.

It’s just a start, we’ll make loads of updates and Shtukensia would draw new tiles – so be in touch 🙂 This .PSD file would be updated.

So far the useful in this file is for example ‘Rubble’ tiles – they got proper background and also Shtukensia redesigned ‘passable rubble’ at last – feel free to add it to V-distributive or in any other variant!

And of course everyone are welcome to join the work with Gervais’s heritage enhancement! Join Angband Online discord, lets do it together!