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Is there something that automates a room however big your tileset is, and gets saved as png? Then you can put it to your rooms background.
I want plenty of levels and to randomize them so that each run is not the same. Like if certain enemy types are in one specific level range (yes, counting loot as player level too) and tileset theme with a specific tile theme, it should look different every run.I still don't get what you want to do:
Why do you want to save it out as a large PNG? Why not just place the tiles and assets in the room?
No, nothings wrong with it. I don't think I can add a 384x384 wall sprite to the wall object in his random dungeon generator. It just makes the walls take over the whole room, with no floor to walk on. It's a nice random dungeon generator for 32x32 sprites though.Yeah, so just generate those at runtime.
No need to bake them into big, expensive images.
What is wrong with nocturnes dungeon generator? What do you mean by a 384x384 wall? Is that the resolution of your image? The size in pixels, size in tiles?
Why is that? My playable character is 180 pixels tall. The floor is not 384x384.You mean to say your tiles are 384x384 ?
That's insanity!
Or do you mean you have a collection of tiles that should be places as a brush, and they take up 384x384
What is your view in the room?With 1024x768, the view is fine imo. I can send you a screenshot with higher resolution.
The environment pixel art is from a professional pixel artist. But I resized the tileset from 256 to 1920. And then I painted over the big walls I had before. The animation for the character is also from a professional digital painting artist and animator. Just the running cycles though. The characters I made myself.When you tile big images that doesn't seamlessly connect each other it doesn't look quite good. I'd just suggest keeping your view small and not "1024x768" so that you can fill the view and don't be have to draw big images for everything as you are not a professional artist (no offense, me either). Well that'd go the way that you'll need to re draw everything maybe but instead of getting overwhelmed with large image canvasses, you'll deal with small ones and you'll have what you need. Also you can create your own room generators with small images easier than 300x300+ images. I can suggest you some view resolutions too if you wish.
I liked the textures better bigger. The stones look a lot bigger too.Why did you resize it?
Keep it at the resolution it was, and adjust your view settings to fit.
This will help with performance, memory footprint, portability, export times, etc....
And of course, compatibility with things like dungeon generators
Actually I tried changing the view but it doesn't work. Anyways, I'm patient. I'll just do the levels and try to give someone a job now and then to help with the level designing until I see that addon that I described above.Why did you resize it?
Keep it at the resolution it was, and adjust your view settings to fit.
This will help with performance, memory footprint, portability, export times, etc....
And of course, compatibility with things like dungeon generators
Then enlarging their size them made them look bad tbh or atleast for me. You could've just kept tiles smaller though, they wouldn't look bad imoThe environment pixel art is from a professional pixel artist. But I resized the tileset from 256 to 1920. And then I painted over the big walls I had before. The animation for the character is also from a professional digital painting artist and animator. Just the running cycles though. The characters I made myself.
But I'm not here to talk about the artistic style in my game. The size yeah, but not how good or bad it looks.