Michael Toennies wrote: > > When i look at them they are not at all so ugly. The bad point is, that > there > are 4 sets: the resized xpms, some native 32x32 in 16 > colors, the strange iso tiles we all don't like and a handful > others. 4 styles might be a better term I would think. > > I think to bring the set in form is not the so a big work, because there > are many big animations in it, like the demons who looks not good, but they > are useble. I would say all are usuable, but how nice they look is obviously the bigger question. I have seen much discussion about how it wouldn't be much work, how an artist would like bigger tiles with more colors, and this and yet. yet NO ONE has yet to step forward and start this process. This to me says that it isn't a simple matter. If someone steps forward or recruits someone else and they decide they want to do the images at 48x48 lets say, and does 100 images at that size as a good faith start, and person was fairly convincing they would continue, I think it would be much easier to convince the developers and others that maybe that size/format should be used. Also, in terms of having 3 formats to deal with (png, xpm, and bitmap), in reality, the artist only needs to deal with one (png). I think it is fair to say that in the long run, png will probably be the image as we move forward. It is generally easy to convert one image format to another. So if you got say really high quality png of some size, they can be shrunk and color reduced for png images, and same for the black & white bitmaps. But this complete ignores the fact that this is only relevant for new images. If the issue is cleanup/improvement of the current png images, any artist does not need to do anything with xpm's or xbm's, because those images already exist and acceptable quality levels - the artist only needs to worry about cleaning up/improving the current set of png's.