DEMON LORD ADVENTURE Tutorial, Part One Uploaded
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resident

Quote:Originally posted by Syn

resident's style

I think you mean "cack-handed scribblings".

Draw what you will, how you will. The more art Glambourine has to choose from, the better. :)

Posted on 2008-09-19 03:13:17 (last edited on 2008-09-19 03:13:51)

Syn

Check http://www.dreamstem.com/?p=22

resident: Lol. I seriously couldn't do something that looks so nice with so few colors and tiles.

Btw, can anyone produce a tiling shape frame. I really suck at making something that tiles with the littlest amount of tiles. I can transform then the tiles into specific things like castle walls or caves.

Posted on 2008-09-19 20:27:29

resident

Still plugging away. Not dead yet. Though my Windows PC has up and died. Fortunately, I use GIMP mainly these days, so using my laptop in it's place really hasn't disrupted me as much as it might have.

Syn, What do you mean by "tiling shape frame"?

Posted on 2008-09-23 21:01:08

resident


(at http://www.spol.pwp.blueyonder.co.uk/images/sprite/jane.gif)
Jane the Generic


(at http://www.spol.pwp.blueyonder.co.uk/images/sprite/healer.gif)
And a White Mage style healer.


(at http://www.spol.pwp.blueyonder.co.uk/images/sprite/wizard.gif)
WIZARD!

Posted on 2008-09-23 21:58:55 (last edited on 2008-09-23 23:22:28)

Syn

Yeah, I probably should have been more clear about what I mean about "tile frame". Basically, I suck at making few tiles that can be used to tile an entire map, I always end up with huge tilesets. If someone could make exactly the content of each tiles so they tile well with the least amount of tiles, i can take care of filling it up with art. For example, someone does blank walls that tile well, I can take care of making a bunch of different wall arts using the same tiles as reference.

Posted on 2008-09-24 21:53:30

resident


(at http://www.spol.pwp.blueyonder.co.uk/images/sprite/how_the_tiles_work.gif)
Hopefully this'll help you see how the tiles I've built fit together. Most of the tilesets I'm working on use the same sort of template for walls, so the same tiles in the same position in different tile-groups should work together like this.

Fig 1: Shows the two wall tiles themselves. The one at the top is the general "wall" colour tile. If you wanted the wall to extend vertically, you'd use more than one line of these tiles. The one underneath that is the wall/floor boundry tile, so it's a little darker towards the bottom to help your eye distinguish. On the grey dungeon tileset, this is done by replacing all the white spots with black ones.

Fig 2: is the "wall top" group. This works the opposite of the way the floor boundry works, by replacing all the black dots with white ones. Most of the room walls are constructed with these.


(at http://www.spol.pwp.blueyonder.co.uk/images/sprite/dungeon_tiles_01.gif)
And a pair of tilesets that use the same basic structure, plus example rooms.

Because they all share the same basic construction blocks, it should be possible to mix and match in Maped to create interesting combinations.

Posted on 2008-09-25 09:33:11

Syn

Thanks resident.
New update : http://www.dreamstem.com/?p=23

Posted on 2008-09-26 23:15:28

glambourine

Okay, so I made little .chrs out of all these guys and threw them into a test map. They look pretty good and animate okay--I'm going to do some tweaks for a couple of things (the noses in particular look weird at 320x240 and there are some pixels that jump around), but this is basically awesome!

When I put in some of the tiles and make a better test map I'll throw some screen shots this way.

Posted on 2008-09-30 11:40:46

resident

Awesome. I can't really test .chr animation properly without my Windows box. (I'm sure there's a .GIF animation program for Linux that would let me, but I don't feel inclined to go look for it till I get EEEbuntu installed on the external HD).

I look forward to seeing the changes so I can incorporate them. I've done a few other guys, and I've started to include a little head bobbing motion on the second and third frame.

I think I've basically got the bunny-girl and the enemies to do. And obviously incorporate any changes back into the entire cast list.

Also, nice array of tiles, Syn. They're sitting in my sprite folder waiting for me to finish the chrs so I can do some tilework.

Posted on 2008-09-30 14:13:01

resident


http://www.spol.pwp.blueyonder.co.uk/images/sprite/01%20-%20fighter.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/02%20-%20healer.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/03%20-%20wizard.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/04%20-%20ninja.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/07%20-%20merchant.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/08%20-%20king.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/09%20-%20townsman.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/10%20-%20townswoman.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/11%20-%20floozy.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/12%20-%20old%20man.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/13%20-%20soldier.gif


http://www.spol.pwp.blueyonder.co.uk/images/sprite/14%20-%20monster.gif

Posted on 2008-10-03 06:27:59 (last edited on 2008-10-08 00:40:52)

Syn

This is looking nice resident! Good amount of selection too.

Another update: http://www.dreamstem.com/?p=25

Posted on 2008-10-13 12:44:37

resident

Hmm. I wonder where Glambourine has got to?

Posted on 2008-10-16 11:36:59

Syn

Dunno, but if we continue doing stuff, eventually he will come back. If not by self motivation, then by guilt from seeing us do all this work. Lol.

Oh and here some stuff. http://www.dreamstem.com/?p=26

Posted on 2008-10-20 00:11:53


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