Temple of The Roguelike Forums
Development => Programming => Topic started by: benappo on June 26, 2012, 12:21:51 PM
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Hello there,
I've started a new (hopefully interesting) roguelike tileset/spriting project, which tries to capture the traditional ASCII roguelike ethos, but with a twist.
Please see my new blog for some intial images, and let me know what you think.
http://roguelikepixels.blogspot.co.uk/
Cheers
Benappo
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Haha, nice stuff :) I look forward to seeing more of this.
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Oh wow, that's hilarious! ;D Looking forward to what you come up with next!
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Reminds me of some of the custom dwarf fortress tile sets which twist the characters to look like the things they represent.
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Spiffy stuff indeed.
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Really cute. Do more.
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Really interesting way of doing tile graphics :). I can't wait to see you do more.
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Pretty neat. Are you thinking of doing monsters as letters, or sticking with '@' signs for all actors?
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Jo: I've gone for "@" symbols for humanoid monsters (orcs, cyclops, goblins etc.) and I'm trying to use the ADOM symbol nomenclature for other monsters - so "D" for dragons, "e" for floating eyeballs, etc.
Some of them are really quite tricky given that I'm going for a cartoony, simple look.
I've posted some monsters on the blog. I'm not sure about the eyeball, and may redo it.
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No man! I like the eye. Is anyone using your graphics?
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hahahah so funny.
Keep making them.
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Jo: nobody is using the graphics at the moment. I'll probably prepare a tileset and put it out for downloading in the future (when I have enough for a full tileset).
I had intended to use them myself in a roguelike I'd started, but I just don't have the time to code and create graphics, and I like creating graphics more...
Any suggestions on adventurer professions I should draw - I'm working on mages, healers and more melee types - but any suggestions welcome.
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Well, if you had the standard Rogue, Wizard, Warrior, Priest that's a good start. There are just so many different classes really, and different races too. Probably I'd pick a major Roguelike (Crawl, Nethack, Adom, ToME) and see if I could come up with graphics for the major choices.
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Thanks Jo.
I'll start with Nethack - gotta love that Tourist...
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I really love the tile you have so far, but the torch on the stairs makes it harder to read them as stairs. Because the outline of the tile is so important in this tileset the torch tricks me into thinking that it is the most important part, and I almost ignore the stairs in the tile.
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Chiming in- these tiles are adorable.
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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/
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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?
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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 ;)
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Yes, fluorescent green wasn't the best choice for a grass background. ::)
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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.
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100% agree with transparent. Sprites want to be layered. Floors may have their own sprites, or items underfoot, etc.
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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.
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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
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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.
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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:
(http://1.bp.blogspot.com/-N88mhCErj8c/UDIUUyt4wsI/AAAAAAAAAEY/LhmCj2q4vaA/s1600/terminal1.png)
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I demand some bloody entrails shaped like a percentage sign!
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I really dig the potions. They are exactly how I imagine them in game.
I second Darren's request.
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Your wish is my command
(http://2.bp.blogspot.com/-PDae8iwgwEs/UEeoF1gIezI/AAAAAAAAAE4/HSfjOoRbXg0/s1600/%25offal.png)
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Beautiful :D
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Well, sorry for necroing this, but I've done quite a few new tiles since the last post and I've posted the current tileset on:
http://roguelikepixels.blogspot.com
I'm going to try increase the speed of new tiles, as I've got a bit more free time now.
Yes, there are non-ADOM tiles there too, but I just can't resist doing them when they pop into my head.
Anyone know how to draw a Unicorn from a "U", or an owlbear from an "N"? I have a couple of ideas, but they might be lame
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As for graphics Im of the belief that they dont really need to be that great. Doom RL graphics are fine for me. What I find makes all the difference is how easy the game is to use and the leveling system. The reason why Doom RL is fun for me is that the game is easy to use, its got an awesome and very fluid leveling system and everything else is awesome too. Here's to hoping Kornel works on Aliens RL next making it just like Doom!
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I enjoyed looking at each of these tiles, I especially like the snake ring, I wish I had a ring like that in real life.
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These are really cool, keep up the good work! :-)
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Necropost - but I've resurrected my roguelike sprites blog, after 3 years :o
I've been busy though and there are a lot of sprites/tileset to post. Once I've got everything collated, I'll also upload a zip file with all of the graphics, which will be free to use under a Creative Commons licence (non-commercial, no derivatives).
(https://4.bp.blogspot.com/-thy5fhJCsh8/WId_2QmfnsI/AAAAAAAABGg/xojYOsDdhI8f6O0ZZutTsLnvD3FLCadEwCLcB/s1600/for%2Bwebsite.png)
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Hey, man, it looks great!
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All 841 sprites are now downloadable (I hope) from the site - go to the downloads page and there's a link to Google Drive with them.
Free for non-commercial use - contact me for if you want to use them in a commercial game.
I'll slowly add more....
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Seems impossible to download whole directory at once - is it intended? It's tedious due necessity to manual navigate through whole >800 sprites and / or download sprites one by one.
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Seems impossible to download whole directory at once - is it intended? It's tedious due necessity to manual navigate through whole >800 sprites and / or download sprites one by one.
I've added a link to the zip file - it should work, but I'm not very good with Google Drive, so who knows.
I'll be adding links to the full sprite sheets when I do them - please bear with me, I don't have much time at the moment.
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Thanks!
I suppose you could create new folder on google drive, and move all sprites to that folder. In that case, google drive should permit to download whole directory as zip, without necessity of creating and uploading 'standalone' archive.
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The whole set should also be on OpenGameArt shortly, once the mods have approved them - there will be a zip file for download there.
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These are great :D
I did a bit of editing to the Brogue font files once and made the J look like a jackal with eyes, arms etc
Me and my son nearly bust a gut each when we saw what it did to the text messages in the game ;D
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Hi, So I went to take a look and I get a "This blog is open to invited readers only" message.
Cheers
Dave
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Looks like you need an invitation for this?