Author Topic: Roguelike graphics project  (Read 8177 times)

requerent

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Re: Roguelike graphics project
« Reply #15 on: June 29, 2012, 03:25:07 AM »
Chiming in- these tiles are adorable.

theloon

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Re: Roguelike graphics project
« Reply #16 on: July 01, 2012, 05:28:28 PM »
What are your tiles licensed under?

I recently chose Creative Commons Attribution 3.0 Unported (CC BY 3.0) for some work of mine:
http://creativecommons.org/licenses/by/3.0/

benappo

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Re: Roguelike graphics project
« Reply #17 on: July 02, 2012, 07:42:11 AM »
I've not currently set up a license. I will do shortly, as I'm not going to be able to use these tiles myself - but I want to get a few more made up, so that there is a usable set as the first download.

I'll probably use the Creative Commons license - but one in which use is limited to non-commercial products and no derivation (at first).

I'm currently trying to figure out whether the background tiles should just be black, with no other colours (ie no green background for grass, no grey background for stone etc.). Looking at my sample scene it's a bit hard on the eyes which the grey and green background - so what do you think?

kraflab

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Re: Roguelike graphics project
« Reply #18 on: July 02, 2012, 10:43:31 AM »
That's the type of thing that comes up to personal preference.  Some people think the background colors add a lot, while other people think anything besides a black background is blasphemy.

I would recommend having a set with black and a set with colors.  As per the specific example of your tiles, I agree that the colors used are a little hard on the eyes, which doesn't mean that there isn't a better color scheme you could have used to alleviate the problem rather than just going black ;)

benappo

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Re: Roguelike graphics project
« Reply #19 on: July 02, 2012, 12:06:20 PM »
Yes, fluorescent green wasn't the best choice for a grass background. ::)

requerent

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Re: Roguelike graphics project
« Reply #20 on: July 02, 2012, 07:11:38 PM »
Yes, fluorescent green wasn't the best choice for a grass background. ::)

Honestly, I felt the background colors were really inviting. The only thing you want to do is make sure your tiles pop in whatever way is most salient to the player.

The purpose of graphics is to communicate information more quickly to the player. The more naturally the symbols of graphics are interpreted the more the player is drawn into the entire experience- because they don't have to 'read' the game- they 'feel' it and 'see' it and stuff like that.

However, if developers want a background color they can implement a background color if you just leave it transparent. I might want to represent day-night cycles via the background colors of grass tiles. It depends on your goal-- if you're making a set of tools or a comprehensive game aesthetic. Tools, leave the backgrounds transparent, otherwise, realize your creative vision.

Snargleplax

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Re: Roguelike graphics project
« Reply #21 on: July 06, 2012, 06:44:18 AM »
100% agree with transparent.  Sprites want to be layered.  Floors may have their own sprites, or items underfoot, etc.

benappo

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Re: Roguelike graphics project
« Reply #22 on: July 06, 2012, 07:27:54 AM »
I will make transparent floor tiles as well, so that people can determine their own background colours.

The foreground sprites are transparent - see the battle axe sprite, with the floor tile visible beneath.

I'm working on items now, so should have an update soon.

Thanks for all the feedback so far.

Jo

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Re: Roguelike graphics project
« Reply #23 on: July 13, 2012, 09:46:37 AM »
GO go go go go go go !!!!

  I know encouragement can be sparse and weak....so....GO GO GO GO GO GO GO GO GO.  :D
Klingon RL, Gunfist 7DRL, Cardlike 7DRL, Cardlike: Quest for the Goat Horn, Sun Crusher 7DRL, The Littlest Princess 7DRL and dozens of board and card games.

benappo

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Re: Roguelike graphics project
« Reply #24 on: July 13, 2012, 09:55:29 PM »
Still working on it - thanks for the encouragement!!

I'll be putting up some weapons and armour soon, and have lots more humanoids, a few more terrain tiles and some odds and ends.

benappo

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Re: Roguelike graphics project
« Reply #25 on: August 24, 2012, 03:20:52 PM »
Well, it looks like the Resurrect ADOM Indiegogo campaign was very successful, and Thomas Biskup will now add NotEye support to ADOM to enable community-made tile-sets. Hooray!

Added impetus for me to finish my tile-set, and make it unashamedly ADOM leaning (though I have lots of tiles which are non-ADOM now as well).

Screenie for you:


Darren Grey

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Re: Roguelike graphics project
« Reply #26 on: August 24, 2012, 05:07:30 PM »
I demand some bloody entrails shaped like a percentage sign!

Jo

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Re: Roguelike graphics project
« Reply #27 on: August 30, 2012, 11:11:44 PM »
  I really dig the potions. They are exactly how I imagine them in game.

  I second Darren's request.
Klingon RL, Gunfist 7DRL, Cardlike 7DRL, Cardlike: Quest for the Goat Horn, Sun Crusher 7DRL, The Littlest Princess 7DRL and dozens of board and card games.

benappo

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Re: Roguelike graphics project
« Reply #28 on: September 13, 2012, 11:34:55 AM »
Your wish is my command


Darren Grey

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Re: Roguelike graphics project
« Reply #29 on: September 13, 2012, 12:34:23 PM »
Beautiful  :D