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Notes on RPG elements
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runesword, rpg, role playing game,
dungeons & dragons, dungeons and dragons, fantasy, warhammer, WebRPG,
webrpg, GURP, games, science fiction, cyberpunk, convention, GM, gm,
DM, dm, D&D, AD&D, card games, BattleTech, StarWars, dragon, hobby,
hobbies, store,TSR, Hero, Palladium, CCG, FASA, White Wolf, Wizards
of the Coast, adventure, Runesword, runesowrd, rune, sword, runesword
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Graphics
Notes, et. Al.
runesword, rpg, role playing
game, dungeons & dragons, dungeons and dragons, fantasy, warhammer, WebRPG,
webrpg, GURP, games, science fiction, cyberpunk, convention, GM, gm, DM,
dm, D&D, AD&D, card games, BattleTech, StarWars, dragon, hobby, hobbies,
store,TSR, Hero, Palladium, CCG, FASA, White Wolf, Wizards of the Coast,
adventure, Runesword, runesowrd, rune, sword, runesword
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Below are some notes intended as pointers
of various subjects, added as I think of them/find out something useful.
Nothing here should be considered the 'definite word' or any such nonsense
- just things I've found out the hard way that I hope will be of help.
Tileset
creation/notes :
-
I've found that I use two methods to
assemble and edit tilesets. Obviously, I use the Tileset
Cannibal to assemble tilesets and rip-out individual tiles. It
would just be kind of hypocritical of me not to, wouldn't it? I use
Sarchimus'
tile template to position a tile graphic. That solves both the
problem of being sure to have the correct image specs and also that
the color palette will match other individual tiles. The last is the
source of many people's headaches, to judge from the message boards.
Anyway, once you have a number of individual tiles saved, use the
Cannibal to assemble them into one large BMP in order to save yourself
the headache. That was the original idea, anyway...
-
The way I edit tilesets is using a large,
10x10 tile template built from Sarchimus' original. My current favorite
graphics program is GIMP
(GNU Image Manipulation Program). One reason is that I've been able
to make the aforementioned large template an image layer with a transparent
background. I just paste the layer into a tileset, move it to the
top of the stack, and I can see what is and isn't properly aligned.
(The other reasons I love the GIMP are its name and the fact that
it's FREE.)
-
I've found it useful to leave one tile
in a tileset blank, usually placed at the end of the set. That way,
you have an alternative to using the Undo button if there's a space
on your map containing a layer you don't like. This extra 'editing
tool' comes in handy when I use a randomly generated area as a seed
for a map. I can then go in and clean up all of the unnecessary or
poorly-placed wall sconces, etc., that the program unwittingly laid
down.
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Quickie
notes:
-
Be sure when you go to edit a tileset,
creature or item image that the first thing you do upon opening the
image is to convert it to RGB/16-bit color (or whatever your particular
program calls it). Not only will doing this (typically) enable loads
of image manipulation tools that are unassailable to an 8-bit indexed
image, but it will also allow you to work with the colors you select!
Sounds weird, I know, but 256-color images use a specific palette
of colors and any other color you use will just show up translated
to one of those. The results are not always pretty. A corollary to
his is that you MUST convert the image back to 256 colors when your
ready to save it for use in Runesword. Otherwise, RS won't "see"
that the image is there for it to use.
-
Runesword image specs:
* All RS images must be in 256-color bitmap (.BMP) format
* The top left pixel in any image is used by RS as the "transparent"
color. This means that you'd better be sure to use a color not found
in the image itself or you'll see holes in it when you go to use
it in the player/creator. The unofficial rule is the use a "full"
blue background - (0, 0, 255).
* Runesword 2 introduced larger, variable sized items images! In
general, all item images must be a multiple of 32 pixels in either
direction (ie, 32x32, 32x64, 64x96, etc.), with a minimum size of
32x32. Using the character inventory screen as a rough guide,
I'd suggest the following sized images for items:
- Swords (long, bastard, etc.) should be 64x96 px. In
addition, I'd suggest having the sword angled so that the handle
is in the upper-right corner because weapons are automatically
placed in the right hand equipped items box - it will look like
the character is actually holding the sword. This suggestion
applies to all other weapons as well.
- Helmets and "boots" should be 64x64 px.
- Armor and clothing should be 64x96 px.
- Smaller items, such as potions, keys and scrolls can certainly
be 32x32.
- Larger items, such as chests or large books, should be 64x64
px.
* Tiles must be 96px wide by 72px high. Tilesets can be any multiple
of that.
* RS reads your tilesets from the top down, left to right. Therefore,
when placing tiles it's useful to follow that pattern yourself
so that all of your walls are in one 'section', doors in another,
etc. It makes things easier to find when your in the Creator banging
away at that temple area map.
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runesword, rpg, role playing game,
dungeons & dragons, dungeons and dragons, fantasy, warhammer, WebRPG,
webrpg, GURP, games, science fiction, cyberpunk, convention, GM, gm,
DM, dm, D&D, AD&D, card games, BattleTech, StarWars, dragon, hobby,
hobbies, store,TSR, Hero, Palladium, CCG, FASA, White Wolf, Wizards
of the Coast, adventure, Runesword, runesowrd, rune, sword, runesword
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Ph'nglui
mglw'nafh Cthulhu R'lyeh wagn'nagl fhtagn.
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runesword, rpg, role playing game, dungeons
& dragons, dungeons and dragons, fantasy, warhammer, WebRPG, webrpg, GURP,
games, science fiction, cyberpunk, convention, GM, gm, DM, dm, D&D, AD&D,
card games, BattleTech, StarWars, dragon, hobby, hobbies, store,TSR, Hero,
Palladium, CCG, FASA, White Wolf, Wizards of the Coast, adventure, Runesword,
runesowrd, rune, sword, runesword
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