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Messages - benappo

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1
Programming / Re: Roguelike graphics project
« on: January 27, 2017, 10:00:21 AM »
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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Programming / Re: Roguelike graphics project
« on: January 25, 2017, 08:52:22 PM »
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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Programming / Re: Roguelike graphics project
« on: January 25, 2017, 04:41:57 PM »
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....

4
Programming / Re: Roguelike graphics project
« on: January 24, 2017, 04:33:10 PM »
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).


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Other Announcements / Random dungeons - which are pre-made
« on: May 22, 2013, 09:10:27 AM »
Hi all,

I have a quick question.

Would a game still be considered roguelike if instead of completely procedurally-generated dungeons/areas, the dungeons/areas were pre-made, but randomly loaded whenever a PC enters a dungeon location? (assuming all other roguelike characteristics are present, such as random mobs, items etc.)

I guess Spelunky has something like this feature, but I'm talking more about a situation where, say, 100 pre-drawn maps are made and any of them could be loaded, at random, when entering a dungeon.

I'm asking as I might want to implement this feature in a roguelike, as I find that procedurally-generated dungeons tend to be, well, boring, after a while, with no neat features.

6
Programming / Re: Roguelike graphics project
« on: February 05, 2013, 08:22:53 AM »
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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Programming / Re: Roguelike graphics project
« on: September 13, 2012, 11:34:55 AM »
Your wish is my command


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Programming / Re: Roguelike graphics project
« 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:


9
Programming / Re: Roguelike graphics project
« 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.

10
Programming / Re: Roguelike graphics project
« 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.

11
Programming / Re: Roguelike graphics project
« on: July 02, 2012, 12:06:20 PM »
Yes, fluorescent green wasn't the best choice for a grass background. ::)

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Programming / Re: Roguelike graphics project
« 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?

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Programming / Re: Roguelike graphics project
« on: June 28, 2012, 07:39:04 AM »
Thanks Jo.

I'll start with Nethack - gotta love that Tourist...

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Programming / Re: Roguelike graphics project
« on: June 27, 2012, 01:43:00 PM »
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.

15
Programming / Re: Roguelike graphics project
« on: June 27, 2012, 07:45:16 AM »
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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